1 00:00:00,080 --> 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 --> 00:00:13,340 To make a donation or view additional materials 6 00:00:13,340 --> 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 00:00:20,796 --> 00:00:23,531 PROFESSOR: So to all of our guests, thank you for coming. 9 00:00:23,531 --> 00:00:27,780 This is the final presentations for CMS.611 crossed listed 10 00:00:27,780 --> 00:00:32,250 as 6.073 the Creating Video Games class. 11 00:00:32,250 --> 00:00:35,280 In this class, we have 40 students, 12 00:00:35,280 --> 00:00:37,780 learning how to make games and learning about the production 13 00:00:37,780 --> 00:00:39,370 process of making games. 14 00:00:39,370 --> 00:00:41,742 So a lot of the things we're talking about in class, 15 00:00:41,742 --> 00:00:43,450 a little bit about design, but often also 16 00:00:43,450 --> 00:00:46,680 about how do you communicate as a team. 17 00:00:46,680 --> 00:00:50,480 How do you get work done on time and on schedule, 18 00:00:50,480 --> 00:00:53,280 as I overheard a lot of things happening this last week. 19 00:00:56,300 --> 00:00:59,940 Every year, we choose a client to make games for. 20 00:00:59,940 --> 00:01:02,630 This year, we were very blessed to have the Red Cross/Red 21 00:01:02,630 --> 00:01:06,510 Crescent Climate Centre, in Pablo Suarez. 22 00:01:06,510 --> 00:01:08,760 As our common client, he presented 23 00:01:08,760 --> 00:01:11,890 a number of different games, ideas, and topics ideas 24 00:01:11,890 --> 00:01:13,020 to the class. 25 00:01:13,020 --> 00:01:15,665 The class formed teams about those for the final projects. 26 00:01:15,665 --> 00:01:19,131 And that's what we're going to be seeing today. 27 00:01:19,131 --> 00:01:21,550 Our order of presentations are going to be over here. 28 00:01:21,550 --> 00:01:23,341 So we're going to have three presentations. 29 00:01:23,341 --> 00:01:27,000 Each presentation is about 20 minutes plus another 10 30 00:01:27,000 --> 00:01:29,851 for Q&A and then just tech switches. 31 00:01:29,851 --> 00:01:32,184 We'll have the intermission after Heatwaves is finished. 32 00:01:32,184 --> 00:01:34,430 And then we've got two more. 33 00:01:34,430 --> 00:01:39,120 Cholera, I did not write down the full name for your game. 34 00:01:39,120 --> 00:01:40,371 Your team, Lauren. 35 00:01:40,371 --> 00:01:42,261 What is the full name for your game? 36 00:01:42,261 --> 00:01:43,260 LAUREN: Cholera Control. 37 00:01:43,260 --> 00:01:44,740 PROFESSOR: Cholera Control. 38 00:01:44,740 --> 00:01:46,060 Make a note of that. 39 00:01:46,060 --> 00:01:48,767 So they and [INAUDIBLE] will be last. 40 00:01:48,767 --> 00:01:50,600 I also wanted to mention to all the students 41 00:01:50,600 --> 00:01:52,910 here, if you're interested in continuing 42 00:01:52,910 --> 00:01:55,830 your education on game development, as you can see, 43 00:01:55,830 --> 00:01:59,180 spring is loaded with game courses. 44 00:01:59,180 --> 00:02:02,300 CMS.301, which is taught by Sara and Michael 45 00:02:02,300 --> 00:02:03,392 in the back-- hi, Michael. 46 00:02:03,392 --> 00:02:04,276 MICHAEL: Hi. 47 00:02:04,276 --> 00:02:06,609 PROFESSOR: It is an introduction to game design methods. 48 00:02:06,609 --> 00:02:09,725 In particular, it's unpacking the idea of prototyping 49 00:02:09,725 --> 00:02:12,110 [INAUDIBLE] for digital games. 50 00:02:12,110 --> 00:02:14,050 And the lessons learned there can 51 00:02:14,050 --> 00:02:17,030 be applied to pretty much any kind of designer, 52 00:02:17,030 --> 00:02:19,290 but they're focusing on game design methods. 53 00:02:19,290 --> 00:02:22,390 CMS.608, Phillip and I teach, is board game and card game 54 00:02:22,390 --> 00:02:23,252 design. 55 00:02:23,252 --> 00:02:25,460 It's structured, actually, very similar to this class 56 00:02:25,460 --> 00:02:29,210 with a few small projects and then a final project at the end 57 00:02:29,210 --> 00:02:31,052 that you spend about half the semester on. 58 00:02:31,052 --> 00:02:33,010 And those, of course, are non-digital games, so 59 00:02:33,010 --> 00:02:34,270 board games, card games. 60 00:02:34,270 --> 00:02:37,380 We've had people do live action RPGs and tabletop 61 00:02:37,380 --> 00:02:41,100 RPGs, role-playing games for that class. 62 00:02:41,100 --> 00:02:43,920 The next two courses, CMS.610, Art, Science, 63 00:02:43,920 --> 00:02:47,580 and Business Video Games, and CMS.617, Advanced Game Studio, 64 00:02:47,580 --> 00:02:51,550 also built on the team building aspect but not as harshly 65 00:02:51,550 --> 00:02:52,402 as we do. 66 00:02:52,402 --> 00:02:53,860 You won't be in eight-person teams, 67 00:02:53,860 --> 00:02:55,360 unless you really want to. 68 00:02:55,360 --> 00:02:58,530 Teams tend to be about four to five people for those classes, 69 00:02:58,530 --> 00:03:02,560 and actually as low as three in some cases for 617. 70 00:03:02,560 --> 00:03:04,900 Right now in the catalog, they both look like they're 71 00:03:04,900 --> 00:03:07,100 being taught on Thursday. 72 00:03:07,100 --> 00:03:09,310 We are trying to move 617 to Tuesday. 73 00:03:09,310 --> 00:03:11,156 So I'll send out an announcement about that. 74 00:03:11,156 --> 00:03:13,725 And then lastly, if you liked creating the specific games 75 00:03:13,725 --> 00:03:16,120 you made in class this semester, these kind 76 00:03:16,120 --> 00:03:18,140 of educational games, or do you want 77 00:03:18,140 --> 00:03:20,275 to know more about how games are used in education, 78 00:03:20,275 --> 00:03:22,525 how to make games for education and how to simulations 79 00:03:22,525 --> 00:03:26,180 in particular for education, CMS.590 80 00:03:26,180 --> 00:03:28,850 cross-listed I think-- I didn't look up the number-- 81 00:03:28,850 --> 00:03:32,470 but my memory said 11.129 is Computer Games 82 00:03:32,470 --> 00:03:37,460 and Simulation for Investigation and Education, tion. 83 00:03:37,460 --> 00:03:41,325 That is taught-- last year, it was taught by Scot Osterweil 84 00:03:41,325 --> 00:03:45,456 and Jason Haas with Eric Klopfer is the faculty on that course. 85 00:03:45,456 --> 00:03:47,330 A really great course, I highly recommend it. 86 00:03:47,330 --> 00:03:48,788 You can look up the syllabus in OCW 87 00:03:48,788 --> 00:03:50,790 if you want to know more about it. 88 00:03:50,790 --> 00:03:55,464 And with that, we are going to start with Snap. 89 00:03:55,464 --> 00:03:57,350 TEJ CHAJED: All right, hi, everybody. 90 00:03:57,350 --> 00:03:59,369 I'm Tej, and I'm from the Snap team. 91 00:03:59,369 --> 00:04:01,410 We're going to start off with a demo of our game. 92 00:04:01,410 --> 00:04:03,910 So the way our game works is it's 93 00:04:03,910 --> 00:04:07,130 called Snap and everybody participates 94 00:04:07,130 --> 00:04:08,936 from their own computer. 95 00:04:08,936 --> 00:04:10,560 We'll give you a topic, and then you'll 96 00:04:10,560 --> 00:04:12,830 enter words related to that topic. 97 00:04:12,830 --> 00:04:15,130 And whenever you get the same word as somebody else, 98 00:04:15,130 --> 00:04:16,950 you'll get a point. 99 00:04:16,950 --> 00:04:18,360 So it's pretty simple. 100 00:04:18,360 --> 00:04:21,050 So we'll invite you to join us at snapgame.org. 101 00:04:25,930 --> 00:04:28,630 We'll be showing the moderator interface. 102 00:04:28,630 --> 00:04:31,180 So normally, you wouldn't be seeing this. 103 00:04:31,180 --> 00:04:33,854 The moderator would do it on their own. 104 00:04:33,854 --> 00:04:35,437 But we'd like to show this, because it 105 00:04:35,437 --> 00:04:36,353 is a part of our game. 106 00:04:52,240 --> 00:04:54,820 All right, and the topic we'll be doing today, to mix it up 107 00:04:54,820 --> 00:04:57,150 from last time, is video games. 108 00:05:03,050 --> 00:05:06,705 And we'll run the game for about two minutes this time. 109 00:05:20,300 --> 00:05:23,170 All right, so I have no idea how long it's been. 110 00:05:23,170 --> 00:05:24,971 But I'm going to give a countdown, 111 00:05:24,971 --> 00:05:26,262 and I'm going to stop the game. 112 00:05:26,262 --> 00:05:38,770 10, 9, 8, 7, 6, 5, 4, 3, 2, 1. 113 00:05:38,770 --> 00:05:41,980 And that's a game. 114 00:05:41,980 --> 00:05:46,340 Congratulations, Julia, and Kevin in second place. 115 00:05:46,340 --> 00:05:50,240 This is what you guys invented. 116 00:05:55,710 --> 00:05:57,487 Thank you, guys, for playing Snap. 117 00:05:57,487 --> 00:05:58,481 That was [INAUDIBLE]. 118 00:05:58,481 --> 00:06:01,457 AUDIENCE: Luigi [? book. ?] 119 00:06:01,457 --> 00:06:02,457 AUDIENCE: What was that? 120 00:06:02,457 --> 00:06:03,451 AUDIENCE: Luigi. 121 00:06:07,924 --> 00:06:10,999 TEJ CHAJED: All right, so as you can see, 122 00:06:10,999 --> 00:06:13,290 this gives you an idea of what you were thinking about, 123 00:06:13,290 --> 00:06:15,706 what you think about when you think video games, which not 124 00:06:15,706 --> 00:06:17,418 surprisingly right now is Snap. 125 00:06:22,208 --> 00:06:24,480 And with that, we've given a feel 126 00:06:24,480 --> 00:06:25,780 for the moderator interface. 127 00:06:25,780 --> 00:06:27,779 And hopefully, you got a chance to play the game 128 00:06:27,779 --> 00:06:30,620 and see what the player sees. 129 00:06:30,620 --> 00:06:34,500 And we'll start the presentation. 130 00:06:34,500 --> 00:06:39,460 So this game was made for the Red Cross. 131 00:06:39,460 --> 00:06:41,630 Pablo actually helped co-develop this game. 132 00:06:41,630 --> 00:06:44,990 And he presented it to us as a face-to-face game 133 00:06:44,990 --> 00:06:47,220 that they play at conferences. 134 00:06:47,220 --> 00:06:48,860 He provided feedback and guidance. 135 00:06:48,860 --> 00:06:51,630 And in our project, in particular, the client 136 00:06:51,630 --> 00:06:55,810 was extremely helpful in giving us an idea of what they wanted 137 00:06:55,810 --> 00:06:58,970 and also helping us run the game in their actual settings. 138 00:06:58,970 --> 00:07:02,190 So we were able to see what this looks like with the players 139 00:07:02,190 --> 00:07:05,730 that we expect to play with. 140 00:07:05,730 --> 00:07:07,460 For our organization of our project, 141 00:07:07,460 --> 00:07:10,530 we split up into backend and frontend teams. 142 00:07:10,530 --> 00:07:12,630 The backend worked on both the server 143 00:07:12,630 --> 00:07:15,730 and also the moderator interface you saw here and to word cloud, 144 00:07:15,730 --> 00:07:16,230 for example. 145 00:07:19,710 --> 00:07:22,370 This split was challenging for new features, 146 00:07:22,370 --> 00:07:24,440 especially, because features would 147 00:07:24,440 --> 00:07:26,930 be interdependent or frontend couldn't do anything 148 00:07:26,930 --> 00:07:28,475 until there was a backend. 149 00:07:28,475 --> 00:07:30,350 And there was a communication gap throughout. 150 00:07:30,350 --> 00:07:32,260 When we needed to add a new feature, 151 00:07:32,260 --> 00:07:34,140 the API between the backend and frontend 152 00:07:34,140 --> 00:07:37,390 wasn't necessarily well-documented. 153 00:07:37,390 --> 00:07:39,800 But overall, we think that it led to simpler management 154 00:07:39,800 --> 00:07:41,070 within the teams. 155 00:07:41,070 --> 00:07:43,840 We didn't have a lot of organization within each team. 156 00:07:43,840 --> 00:07:45,950 There wasn't a lot of explicit organization. 157 00:07:45,950 --> 00:07:48,510 But it did help to know that a smaller set of people 158 00:07:48,510 --> 00:07:50,468 would be working on the frontend or the backend 159 00:07:50,468 --> 00:07:52,125 at any given time. 160 00:07:52,125 --> 00:07:54,625 In the future, I think we would have gone even more specific 161 00:07:54,625 --> 00:07:55,514 in our roles. 162 00:07:55,514 --> 00:07:57,930 Like a few roles that we thought would have been important 163 00:07:57,930 --> 00:07:59,420 include a UI designer. 164 00:07:59,420 --> 00:08:03,090 This would have made sure that UI design saw some first class 165 00:08:03,090 --> 00:08:06,250 love from the beginning and would have made sure 166 00:08:06,250 --> 00:08:09,997 that we actually focused on UI from the beginning. 167 00:08:09,997 --> 00:08:12,330 It also would have helped to have somebody communicating 168 00:08:12,330 --> 00:08:13,730 between the teams. 169 00:08:13,730 --> 00:08:16,160 This person may have done some documentation 170 00:08:16,160 --> 00:08:17,900 or may have simply just made sure 171 00:08:17,900 --> 00:08:20,150 that the frontend knew what the backend was working on 172 00:08:20,150 --> 00:08:22,066 and the backend knew what the frontend needed, 173 00:08:22,066 --> 00:08:25,010 so we could prioritize well between the teams. 174 00:08:25,010 --> 00:08:26,760 It also would have helped to have somebody 175 00:08:26,760 --> 00:08:28,200 dedicated to paperwork. 176 00:08:28,200 --> 00:08:30,950 This would have helped both in submitting class paperwork 177 00:08:30,950 --> 00:08:33,179 and also just doing the documentation that we needed, 178 00:08:33,179 --> 00:08:35,720 both for ourselves and the class. 179 00:08:35,720 --> 00:08:37,580 And finally, somebody working on game design 180 00:08:37,580 --> 00:08:41,020 would have helped us develop more iterations early on 181 00:08:41,020 --> 00:08:43,429 and think more about the game aspects that 182 00:08:43,429 --> 00:08:45,670 go beyond what we already knew the game would 183 00:08:45,670 --> 00:08:47,930 look like based on the game of Snap 184 00:08:47,930 --> 00:08:49,055 we played from the clients. 185 00:08:51,740 --> 00:08:53,490 As far as technology for our organization, 186 00:08:53,490 --> 00:08:56,120 we used Asana to organize our tasks. 187 00:08:56,120 --> 00:08:57,947 Asana worked really well for us. 188 00:08:57,947 --> 00:09:00,530 In particular, it let us split the task lists for the frontend 189 00:09:00,530 --> 00:09:01,250 and backend. 190 00:09:01,250 --> 00:09:03,250 This was useful, because generally, the frontend 191 00:09:03,250 --> 00:09:07,560 didn't need to touch the backend tasks and vice versa. 192 00:09:07,560 --> 00:09:09,890 But on the other hand, we had a hard time 193 00:09:09,890 --> 00:09:11,220 encoding task dependencies. 194 00:09:11,220 --> 00:09:13,690 This was particularly a problem for a feature that 195 00:09:13,690 --> 00:09:15,700 crossed both the backend and frontend, 196 00:09:15,700 --> 00:09:18,670 where some API was needed on the backend 197 00:09:18,670 --> 00:09:21,790 and then was also needed on the frontend. 198 00:09:21,790 --> 00:09:24,556 And you couldn't do one without the other. 199 00:09:24,556 --> 00:09:26,880 We also had trouble with task creation. 200 00:09:26,880 --> 00:09:32,500 And this basically meant that people didn't create tasks. 201 00:09:32,500 --> 00:09:35,070 And part of this was that we didn't have a specific role 202 00:09:35,070 --> 00:09:36,260 for creating the tasks. 203 00:09:36,260 --> 00:09:38,530 And so, because of the diffusion of responsibility, 204 00:09:38,530 --> 00:09:40,488 nobody would go through and list out everything 205 00:09:40,488 --> 00:09:42,552 that needed to be done. 206 00:09:42,552 --> 00:09:44,010 To improve that in the future, we'd 207 00:09:44,010 --> 00:09:45,790 like to get people more invested. 208 00:09:45,790 --> 00:09:48,910 Part of this was that people had a lot of other classes. 209 00:09:48,910 --> 00:09:53,122 And it would have helped if people both explicitly said 210 00:09:53,122 --> 00:09:55,080 how much they were going to commit to the class 211 00:09:55,080 --> 00:09:58,020 and also we made it easier for people 212 00:09:58,020 --> 00:10:00,140 to contribute with the small amount of time 213 00:10:00,140 --> 00:10:02,355 that they had available. 214 00:10:02,355 --> 00:10:04,120 SABRINA DRAMMIS: So for communication, 215 00:10:04,120 --> 00:10:06,650 our group used an instant messaging 216 00:10:06,650 --> 00:10:08,256 application called Slack. 217 00:10:08,256 --> 00:10:09,630 And this was really great for us, 218 00:10:09,630 --> 00:10:11,920 because it allowed us to separate 219 00:10:11,920 --> 00:10:13,000 into different channels. 220 00:10:13,000 --> 00:10:15,960 As you see here, we have frontend and backend 221 00:10:15,960 --> 00:10:18,400 as two different channels and then a general channel where 222 00:10:18,400 --> 00:10:19,834 everyone can communicate. 223 00:10:19,834 --> 00:10:22,000 And this let the frontend people work on their thing 224 00:10:22,000 --> 00:10:24,000 separately from the backend, not needing to know 225 00:10:24,000 --> 00:10:25,270 exactly what was going on. 226 00:10:25,270 --> 00:10:27,810 But they could go look, if they needed to reference 227 00:10:27,810 --> 00:10:29,510 some conversation there. 228 00:10:29,510 --> 00:10:33,920 The bad part about this was that people weren't always online 229 00:10:33,920 --> 00:10:36,020 and responsive right away. 230 00:10:36,020 --> 00:10:39,640 And I think we could of made this not a problem, 231 00:10:39,640 --> 00:10:41,970 if we required everyone in our project to download 232 00:10:41,970 --> 00:10:43,080 the mobile application. 233 00:10:43,080 --> 00:10:44,970 That way, they would get a notification immediately 234 00:10:44,970 --> 00:10:46,011 when they were mentioned. 235 00:10:46,011 --> 00:10:48,305 And they would be more likely to respond quicker. 236 00:10:51,230 --> 00:10:53,390 TEJ CHAJED: On the backend, generally things 237 00:10:53,390 --> 00:10:54,200 went really well. 238 00:10:54,200 --> 00:10:56,710 Our technology, in particular, worked really well for us. 239 00:10:56,710 --> 00:10:59,750 We used node.js for the server, and socket.io 240 00:10:59,750 --> 00:11:02,100 for two-way communication with the browser, 241 00:11:02,100 --> 00:11:04,860 and Heroku to do deployment. 242 00:11:04,860 --> 00:11:07,660 We were explicitly forbidden from using networking 243 00:11:07,660 --> 00:11:10,000 in this class, which we violated from the beginning. 244 00:11:10,000 --> 00:11:13,540 But I think that our experience with networking and all three 245 00:11:13,540 --> 00:11:17,600 of these technologies really helped make that possible. 246 00:11:17,600 --> 00:11:19,180 We already knew how to use them. 247 00:11:19,180 --> 00:11:20,950 And that helped us both debug issues 248 00:11:20,950 --> 00:11:24,432 and understand what we were working with. 249 00:11:24,432 --> 00:11:26,450 On the other hand, the backend it seemed 250 00:11:26,450 --> 00:11:28,040 had too much manpower. 251 00:11:28,040 --> 00:11:30,470 This manifested itself as a problem on the frontend, 252 00:11:30,470 --> 00:11:33,080 where sometimes we felt like we didn't have enough people. 253 00:11:33,080 --> 00:11:35,870 We could have had fewer people working on the backend, which 254 00:11:35,870 --> 00:11:39,060 would have made sure that it was a small unified code base, 255 00:11:39,060 --> 00:11:42,260 and we could quickly finalize the backend and just move on. 256 00:11:45,580 --> 00:11:47,370 We actually deployed the application, 257 00:11:47,370 --> 00:11:51,200 and the client has been using what we showed. 258 00:11:51,200 --> 00:11:53,120 This is actually a quite early deployment 259 00:11:53,120 --> 00:11:56,200 on November 18 in Berlin with some students there. 260 00:11:56,200 --> 00:11:59,110 And you can see the words that they generated. 261 00:11:59,110 --> 00:12:01,500 Here are some other deployments. 262 00:12:01,500 --> 00:12:04,490 One of the things that made this class-- what was challenging 263 00:12:04,490 --> 00:12:06,870 for us is that we had to manage both client expectations 264 00:12:06,870 --> 00:12:09,410 and the course expectations. 265 00:12:09,410 --> 00:12:12,670 So because they were asking us to do these runs, 266 00:12:12,670 --> 00:12:15,970 it seemed important to us to support these runs. 267 00:12:15,970 --> 00:12:18,920 And it was hard to balance doing this and also during the tasks 268 00:12:18,920 --> 00:12:24,130 that the course required of us and needed for us to do. 269 00:12:24,130 --> 00:12:25,750 SABRINA DRAMMIS: So I'm going to talk 270 00:12:25,750 --> 00:12:29,210 a little bit about our frontend design and that process. 271 00:12:29,210 --> 00:12:32,570 So initially, when we started the project, 272 00:12:32,570 --> 00:12:36,990 we had this idea that people would be represented as a car 273 00:12:36,990 --> 00:12:38,927 and they would be racing other players. 274 00:12:38,927 --> 00:12:40,510 So we thought it would be a great idea 275 00:12:40,510 --> 00:12:44,200 to use Phaser, which is a sprite-based game framework. 276 00:12:44,200 --> 00:12:48,175 But as you see here, we didn't go through with the car idea. 277 00:12:48,175 --> 00:12:50,290 And we had no sprites. 278 00:12:50,290 --> 00:12:53,590 But we still used Phaser to make this, our first design 279 00:12:53,590 --> 00:12:54,190 iteration. 280 00:12:54,190 --> 00:12:57,669 And we realized we didn't really want that type of look 281 00:12:57,669 --> 00:12:58,210 for our game. 282 00:12:58,210 --> 00:13:00,620 We needed something more professional and more abstract 283 00:13:00,620 --> 00:13:03,810 that could be used in any sort of setting that Pablo, 284 00:13:03,810 --> 00:13:05,570 our client, may use it. 285 00:13:05,570 --> 00:13:07,060 So we completely scrapped Phaser. 286 00:13:07,060 --> 00:13:10,570 And we redid our frontend design, 287 00:13:10,570 --> 00:13:15,180 deciding to just use Bootstrap and CoffeeScript. 288 00:13:15,180 --> 00:13:16,920 And this was our second design. 289 00:13:16,920 --> 00:13:21,990 As you can see here, it's just very typical Bootstrap styling, 290 00:13:21,990 --> 00:13:24,290 if you've ever used Bootstrap before. 291 00:13:24,290 --> 00:13:26,920 So we tried to add a little bit of flavor. 292 00:13:26,920 --> 00:13:29,680 And we also needed a better way to kind of represent 293 00:13:29,680 --> 00:13:32,690 how the game is progressing to the player. 294 00:13:32,690 --> 00:13:36,040 We currently had no idea for that in this design. 295 00:13:36,040 --> 00:13:38,050 So then we came up with the final design 296 00:13:38,050 --> 00:13:42,320 that you guys played, our theme of having blue. 297 00:13:42,320 --> 00:13:45,880 And then we created this visualization to the right, 298 00:13:45,880 --> 00:13:49,280 where each player is represented by a dot. 299 00:13:49,280 --> 00:13:53,730 And snaps are represented by lines being drawn to dots. 300 00:13:53,730 --> 00:13:55,250 And your height is representative 301 00:13:55,250 --> 00:13:58,000 of your score in relation to all the other players. 302 00:13:58,000 --> 00:14:02,750 So how we kind of got to this final visualization idea 303 00:14:02,750 --> 00:14:04,560 was an interesting process. 304 00:14:04,560 --> 00:14:07,020 First, we thought it'd be really cool to have 305 00:14:07,020 --> 00:14:10,280 a word cloud on the frontend, as well as the back end. 306 00:14:10,280 --> 00:14:12,640 But a player would only be able to see the words 307 00:14:12,640 --> 00:14:13,640 that they had submitted. 308 00:14:13,640 --> 00:14:16,270 All the other words would be blurred out. 309 00:14:16,270 --> 00:14:18,910 But this didn't really convey to the player 310 00:14:18,910 --> 00:14:21,430 where they were in relation to all the other players. 311 00:14:21,430 --> 00:14:24,240 So there wasn't any sort of competitiveness. 312 00:14:24,240 --> 00:14:28,970 So we came up with this idea of having a race line, 313 00:14:28,970 --> 00:14:31,500 where all the players would be on the line 314 00:14:31,500 --> 00:14:36,320 and the height would represent their score and their position. 315 00:14:36,320 --> 00:14:38,740 And then we thought, well, we can put these both together. 316 00:14:38,740 --> 00:14:40,500 But we investigated the word cloud. 317 00:14:40,500 --> 00:14:42,930 And we realized it'd be extremely difficult to blur out 318 00:14:42,930 --> 00:14:43,900 these words. 319 00:14:43,900 --> 00:14:47,150 And it wasn't really going to be the best use of our time. 320 00:14:47,150 --> 00:14:49,820 So then we came up with this idea 321 00:14:49,820 --> 00:14:51,880 of using dots to represent players. 322 00:14:51,880 --> 00:14:55,080 And we thought it'd be cool if the size of your dot 323 00:14:55,080 --> 00:14:56,570 represented your score. 324 00:14:56,570 --> 00:14:59,460 But the use case for our application 325 00:14:59,460 --> 00:15:02,410 could involve 100 players or even more. 326 00:15:02,410 --> 00:15:05,760 So a lot of growing large dots could really clutter our UI, 327 00:15:05,760 --> 00:15:08,670 so we needed to rethink this. 328 00:15:08,670 --> 00:15:12,030 And this is when we finally ended up deciding on height 329 00:15:12,030 --> 00:15:13,100 representing score. 330 00:15:15,770 --> 00:15:17,705 So I think we had really good UI designers. 331 00:15:17,705 --> 00:15:18,830 And they were really quick. 332 00:15:18,830 --> 00:15:21,090 Once we thought of ideas, we were 333 00:15:21,090 --> 00:15:23,490 quick being able to implement it. 334 00:15:23,490 --> 00:15:27,260 But the bad part was that we were really late in coming up 335 00:15:27,260 --> 00:15:28,850 with design decisions. 336 00:15:28,850 --> 00:15:30,320 We didn't start thinking about how 337 00:15:30,320 --> 00:15:33,180 we wanted to convey the game to the player 338 00:15:33,180 --> 00:15:36,240 and how we wanted to make the player feel about the game 339 00:15:36,240 --> 00:15:38,870 until really late in the project. 340 00:15:38,870 --> 00:15:41,510 We focused more on what the client needed as far 341 00:15:41,510 --> 00:15:44,440 as mechanics and not really what the player was getting out 342 00:15:44,440 --> 00:15:45,890 of the game. 343 00:15:45,890 --> 00:15:47,440 So in the future, definitely we need 344 00:15:47,440 --> 00:15:50,280 to think about design right from the get-go. 345 00:15:50,280 --> 00:15:53,390 And we need to start prototyping all the ideas that we have 346 00:15:53,390 --> 00:15:57,340 and testing them out more thoroughly. 347 00:15:57,340 --> 00:16:00,730 TEJ CHAJED: So in summary, the high points of our project 348 00:16:00,730 --> 00:16:02,654 are that we did make the client happy. 349 00:16:02,654 --> 00:16:04,820 And they've been using our application and the game. 350 00:16:04,820 --> 00:16:06,650 And they really like the game. 351 00:16:06,650 --> 00:16:08,290 We're glad that we focused on fun. 352 00:16:08,290 --> 00:16:09,840 The game has been fun throughout. 353 00:16:09,840 --> 00:16:11,640 And players seem to really enjoy it. 354 00:16:11,640 --> 00:16:14,300 And I think maybe this is just because of the core concept. 355 00:16:14,300 --> 00:16:17,260 And we're glad that, even though this is an educational game, 356 00:16:17,260 --> 00:16:21,100 it is intended for purposes honestly of data collection, 357 00:16:21,100 --> 00:16:22,830 people really enjoy playing it. 358 00:16:22,830 --> 00:16:24,960 Unfortunately, we had slow design iteration. 359 00:16:24,960 --> 00:16:28,470 This prevented us from really fully realizing 360 00:16:28,470 --> 00:16:30,580 all the ideas that we had and figuring out which 361 00:16:30,580 --> 00:16:33,354 one would be best for players. 362 00:16:33,354 --> 00:16:35,520 In the future, we'd like to get people more invested 363 00:16:35,520 --> 00:16:37,630 to try to solve these issues and make sure 364 00:16:37,630 --> 00:16:40,970 that we best use our time and create 365 00:16:40,970 --> 00:16:42,935 the best product possible. 366 00:16:42,935 --> 00:16:44,435 And with that, we'll take questions. 367 00:16:57,714 --> 00:17:02,026 AUDIENCE: [INAUDIBLE] Is there a maximum number of players? 368 00:17:02,026 --> 00:17:04,230 TEJ CHAJED: We did some stress tests 369 00:17:04,230 --> 00:17:06,710 to see how much the backend on Heroku could support. 370 00:17:06,710 --> 00:17:13,050 And that seemed to work OK up to 150 players or teams. 371 00:17:13,050 --> 00:17:15,630 We are not really sure what the frontend might 372 00:17:15,630 --> 00:17:17,783 look like at 150 real players. 373 00:17:17,783 --> 00:17:19,574 That might be actually the limiting factor. 374 00:17:24,709 --> 00:17:27,150 AUDIENCE: Is that 150 people playing 375 00:17:27,150 --> 00:17:30,725 the same session or in the multiple sessions 150 people? 376 00:17:30,725 --> 00:17:33,100 TEJ CHAJED: We currently don't support multiple sessions. 377 00:17:33,100 --> 00:17:35,630 This is actually a request that the client repeatedly gave us. 378 00:17:35,630 --> 00:17:37,463 But we thought that it was just much simpler 379 00:17:37,463 --> 00:17:41,100 to avoid that for now, because it wasn't strictly necessary. 380 00:17:41,100 --> 00:17:45,161 Most likely, the load on the backend 381 00:17:45,161 --> 00:17:46,660 would be the same, whether they were 382 00:17:46,660 --> 00:17:49,780 split into multiple sessions. 383 00:17:49,780 --> 00:17:52,660 But this is a solvable problem by getting a beefier backend. 384 00:17:52,660 --> 00:17:54,157 AUDIENCE: I see. 385 00:17:54,157 --> 00:17:56,609 But right now, the backend supports 150 people 386 00:17:56,609 --> 00:17:57,650 logged in simultaneously. 387 00:17:57,650 --> 00:17:59,510 TEJ CHAJED: About 150. 388 00:17:59,510 --> 00:18:02,249 We can obviously pay money to get better servers 389 00:18:02,249 --> 00:18:03,415 and then run with many more. 390 00:18:03,415 --> 00:18:04,218 AUDIENCE: OK. 391 00:18:10,982 --> 00:18:12,815 TEJ CHAJED: Any questions from the audience? 392 00:18:16,330 --> 00:18:21,040 AUDIENCE: So you got some feedback from Pablo 393 00:18:21,040 --> 00:18:23,630 specifically from the moderator point of view. 394 00:18:23,630 --> 00:18:30,140 And I'm wondering whether you got any indication about what 395 00:18:30,140 --> 00:18:34,544 the players felt outside of this class plus your [INAUDIBLE] 396 00:18:34,544 --> 00:18:36,960 TEJ CHAJED: Sure, I think we can both talk about our focus 397 00:18:36,960 --> 00:18:40,379 tests, where we played with players outside this class. 398 00:18:40,379 --> 00:18:42,420 SABRINA DRAMMIS: Yeah, so one of the main things, 399 00:18:42,420 --> 00:18:46,230 I played with maybe a group of at most 10 people. 400 00:18:46,230 --> 00:18:48,530 And they knew each other, so they 401 00:18:48,530 --> 00:18:50,980 wanted to know who they were snapping with. 402 00:18:50,980 --> 00:18:53,100 And they wanted to see the names of all the dots, 403 00:18:53,100 --> 00:18:56,080 so they could know who they were beating 404 00:18:56,080 --> 00:18:58,030 or who they needed to catch up to. 405 00:18:58,030 --> 00:19:02,201 But this would be unreasonable in a large environment, 406 00:19:02,201 --> 00:19:04,200 especially when all the people at the conference 407 00:19:04,200 --> 00:19:05,491 probably don't know each other. 408 00:19:05,491 --> 00:19:08,139 But I think that would be a really cool thing to do, 409 00:19:08,139 --> 00:19:10,055 if we continued working on this in the future. 410 00:19:10,055 --> 00:19:11,970 TEJ CHAJED: And I also ran a similar test 411 00:19:11,970 --> 00:19:13,345 with people that knew each other. 412 00:19:13,345 --> 00:19:15,664 And they actually used it as part of their strategy. 413 00:19:15,664 --> 00:19:17,080 They knew what other players would 414 00:19:17,080 --> 00:19:19,050 be submitting for that topic. 415 00:19:19,050 --> 00:19:22,700 And they could use that to their advantage. 416 00:19:22,700 --> 00:19:25,011 So, for example, we did a topic of systems papers. 417 00:19:25,011 --> 00:19:26,510 And we had a professor in the group, 418 00:19:26,510 --> 00:19:30,150 so his paper showed up a bunch. 419 00:19:30,150 --> 00:19:34,420 And I would echo what Sabrina said, that players really 420 00:19:34,420 --> 00:19:37,846 wanted more feedback around the actual players 421 00:19:37,846 --> 00:19:39,720 in the game, which we specifically didn't do, 422 00:19:39,720 --> 00:19:41,652 because the client didn't care. 423 00:19:41,652 --> 00:19:44,110 And in conferences, people don't generally know each other. 424 00:19:44,110 --> 00:19:45,526 But I think that if we were to use 425 00:19:45,526 --> 00:19:47,960 this as a more popular game, then definitely focusing 426 00:19:47,960 --> 00:19:50,670 on players and getting more feedback, especially 427 00:19:50,670 --> 00:19:51,720 after the game is over. 428 00:19:51,720 --> 00:19:53,803 People wanted to know who they were snapping with. 429 00:19:53,803 --> 00:19:56,616 They wanted to see that graph, all those lines overlaid, 430 00:19:56,616 --> 00:19:58,990 so they could see who they were snapping with most often. 431 00:20:03,850 --> 00:20:06,720 AUDIENCE: Does the team have any plans for this game 432 00:20:06,720 --> 00:20:07,664 after this class? 433 00:20:07,664 --> 00:20:10,127 I was wondering if you've ever had discussions yet. 434 00:20:10,127 --> 00:20:12,210 TEJ CHAJED: I think we haven't discussed that yet. 435 00:20:12,210 --> 00:20:14,240 But I think definitely we're interested in it. 436 00:20:19,088 --> 00:20:20,531 AUDIENCE: Thank you. 437 00:20:20,531 --> 00:20:23,898 TEJ CHAJED: Thank you. 438 00:20:23,898 --> 00:20:25,740 MATT: Hello. 439 00:20:25,740 --> 00:20:27,320 We are Hello waves. 440 00:20:27,320 --> 00:20:30,340 We're game about forecasting, specifically 441 00:20:30,340 --> 00:20:34,320 this idea called forecast-based financing of using forecast 442 00:20:34,320 --> 00:20:37,480 to make decisions about possible disasters in the future 443 00:20:37,480 --> 00:20:38,985 and how to prepare for them. 444 00:20:38,985 --> 00:20:41,610 We would actually like to start with a playthrough of our game. 445 00:20:41,610 --> 00:20:46,564 So if anybody would like to be a volunteer to try it out. 446 00:20:46,564 --> 00:20:49,030 AUDIENCE: A guest from not our class, if one 447 00:20:49,030 --> 00:20:51,180 could please come down, Andrew. 448 00:20:57,615 --> 00:21:01,575 AUDIENCE: Thank you for volunteering. 449 00:21:01,575 --> 00:21:04,036 ANDREW: Hi, I'm Andrew. 450 00:21:04,036 --> 00:21:05,535 AUDIENCE: Well, do you need a chair? 451 00:21:05,535 --> 00:21:07,261 AUDIENCE: Here's one. 452 00:21:07,261 --> 00:21:09,510 MATT: I'm not quite sure how to make that full screen. 453 00:21:09,510 --> 00:21:12,812 But anyways, this is our game. 454 00:21:12,812 --> 00:21:14,520 I'd recommend looking at the instructions 455 00:21:14,520 --> 00:21:17,538 first and reading through them. 456 00:21:17,538 --> 00:21:20,340 Thanks. 457 00:21:20,340 --> 00:21:22,880 And we'll keep the description minimal 458 00:21:22,880 --> 00:21:26,480 as you read through it just to sort of show the player's 459 00:21:26,480 --> 00:21:28,078 initial reaction to it. 460 00:21:28,078 --> 00:21:29,785 ANDREW: Now, this is real, correct? 461 00:21:29,785 --> 00:21:30,826 NORMAN: You're signed on? 462 00:21:30,826 --> 00:21:33,290 MATT: Oh, is it? 463 00:21:33,290 --> 00:21:33,790 Oh. 464 00:21:33,790 --> 00:21:35,275 NORMAN: Yeah, right. 465 00:21:35,275 --> 00:21:36,265 OK, sorry. 466 00:21:42,200 --> 00:21:42,700 Music. 467 00:22:09,285 --> 00:22:10,410 MATT: Yeah, start up again. 468 00:22:13,250 --> 00:22:16,260 So as you can see, our game, as I said before, 469 00:22:16,260 --> 00:22:20,560 you control some toys on a day at the beach. 470 00:22:27,360 --> 00:22:30,550 And so by dragging and dropping them between the castles, 471 00:22:30,550 --> 00:22:33,280 you'll see that their statuses change and say 472 00:22:33,280 --> 00:22:35,360 that they want to move on their next turn, 473 00:22:35,360 --> 00:22:37,440 or that they want to be collecting-- 474 00:22:37,440 --> 00:22:41,240 or that they're going to be collecting candy, or anything 475 00:22:41,240 --> 00:22:42,790 like that. 476 00:22:42,790 --> 00:22:44,990 And the game is turned based. 477 00:22:44,990 --> 00:22:48,160 So all the actions will resolve on the next turn. 478 00:23:15,440 --> 00:23:19,904 ANDREW: Am I rating this race? 479 00:23:19,904 --> 00:23:20,629 MATT: Yeah. 480 00:23:20,629 --> 00:23:23,128 NORMAN: You can also access the help through the lower right 481 00:23:23,128 --> 00:23:23,872 corner as well. 482 00:23:40,736 --> 00:23:43,690 MATT: And so when you go to the next turn, 483 00:23:43,690 --> 00:23:48,940 you'll see all the toys move as specified by the status 484 00:23:48,940 --> 00:23:50,782 bubble above their heads. 485 00:23:50,782 --> 00:23:56,494 ANDREW: So I go to the next turn, or do I get a next turn? 486 00:23:56,494 --> 00:23:58,390 MATT: But unfortunately, you'll find 487 00:23:58,390 --> 00:24:02,366 that when toys have been evacuated, they're unhappy 488 00:24:02,366 --> 00:24:04,615 and need candy to survive, so they'll all take damage. 489 00:24:07,822 --> 00:24:10,774 ANDREW: They don't want you to evacuate. 490 00:24:10,774 --> 00:24:13,234 MATT: You can try returning them to their homes. 491 00:24:29,962 --> 00:24:32,360 NORMAN: And so you'll see that on this turn 492 00:24:32,360 --> 00:24:35,210 instead, now they have their statuses set 493 00:24:35,210 --> 00:24:37,715 to gathering candy, except for the dump truck, who is still 494 00:24:37,715 --> 00:24:38,215 evacuated. 495 00:24:46,394 --> 00:24:49,328 ANDREW: Got you, OK. 496 00:24:49,328 --> 00:24:50,795 But he needs to be evacuated. 497 00:24:58,130 --> 00:25:01,450 NORMAN: Exactly. 498 00:25:01,450 --> 00:25:03,927 And so the idea is that as a player plays through it, 499 00:25:03,927 --> 00:25:06,260 they get better at understanding how to use the forecast 500 00:25:06,260 --> 00:25:09,447 to make decisions about the future, 501 00:25:09,447 --> 00:25:12,030 both in terms of how much candy that they need to have stocked 502 00:25:12,030 --> 00:25:14,880 up in order to weather out the rising tides 503 00:25:14,880 --> 00:25:17,100 and also in terms of when they're 504 00:25:17,100 --> 00:25:19,610 going to need to move their workers out 505 00:25:19,610 --> 00:25:22,244 of-- their toys out of the areas that are in danger. 506 00:25:22,244 --> 00:25:24,077 ANDREW: They're going to be really impacted. 507 00:25:58,636 --> 00:26:00,340 MATT: I think you have those two guys. 508 00:26:00,340 --> 00:26:02,276 ANDREW: Oh, they're in there? 509 00:26:02,276 --> 00:26:04,440 Is there a reminder of where they started? 510 00:26:04,440 --> 00:26:06,190 MATT: Yeah, it's on the castle. 511 00:26:06,190 --> 00:26:08,555 It's actually blocked out right now, 512 00:26:08,555 --> 00:26:10,930 but toward the front of it. 513 00:26:10,930 --> 00:26:14,160 But there's a little shadow there, an imprint. 514 00:26:21,910 --> 00:26:25,580 Because he ran out of candy and then-- or actually, sorry, 515 00:26:25,580 --> 00:26:27,629 because he went to a place that was underwater, 516 00:26:27,629 --> 00:26:30,170 he took too much damage and then was swept away by the waves. 517 00:26:42,772 --> 00:26:44,230 And so on the forecast, you can see 518 00:26:44,230 --> 00:26:48,090 that high water is coming for quite a while, which 519 00:26:48,090 --> 00:26:49,720 is going to be a danger for the toys, 520 00:26:49,720 --> 00:26:52,960 both in terms of possibly getting swept away 521 00:26:52,960 --> 00:26:56,509 and not having enough candy for all the toys that you're going 522 00:26:56,509 --> 00:26:57,800 to have to move out of the way. 523 00:26:57,800 --> 00:26:59,716 ANDREW: [INAUDIBLE] this time. 524 00:27:02,590 --> 00:27:05,925 NORMAN: Oh, he may be out of luck. 525 00:27:05,925 --> 00:27:06,637 MATT: Yeah. 526 00:27:09,810 --> 00:27:14,370 And when you've lost two toys, you lose the game. 527 00:27:14,370 --> 00:27:15,320 ANDREW: OK. 528 00:27:15,320 --> 00:27:16,510 MATT: Thank you for playing. 529 00:27:21,319 --> 00:27:22,235 So that's Hello waves. 530 00:27:27,660 --> 00:27:35,560 So in our game, we had a few challenges to overcome. 531 00:27:35,560 --> 00:27:39,060 The first was that our game was based 532 00:27:39,060 --> 00:27:43,820 on forecast-based financing, which is a very abstract topic. 533 00:27:43,820 --> 00:27:46,090 It's a pretty understandable idea 534 00:27:46,090 --> 00:27:48,870 of using information about the future and ideas of risk 535 00:27:48,870 --> 00:27:51,540 in order to decide where to allocate resources. 536 00:27:51,540 --> 00:27:53,790 But it's still a bit abstract. 537 00:27:53,790 --> 00:27:57,706 And building a game around it took a little bit of work. 538 00:27:57,706 --> 00:27:59,330 It's useful to note that it's different 539 00:27:59,330 --> 00:28:00,420 than long-term planning. 540 00:28:00,420 --> 00:28:03,370 It's not just thinking about what will happen in the future, 541 00:28:03,370 --> 00:28:06,410 building a dam to prevent water or things like that. 542 00:28:06,410 --> 00:28:09,000 And it's actually about using the information 543 00:28:09,000 --> 00:28:11,380 you have to make the best decision for events 544 00:28:11,380 --> 00:28:15,750 that may be upcoming in the semi-near future. 545 00:28:15,750 --> 00:28:17,730 We also wanted to avoid making a game that 546 00:28:17,730 --> 00:28:21,340 was overly preachy or simplified, where it was clear 547 00:28:21,340 --> 00:28:22,936 exactly how you're going to win. 548 00:28:22,936 --> 00:28:24,310 And you could just basically push 549 00:28:24,310 --> 00:28:26,770 the forecast-based financing button to win the game. 550 00:28:26,770 --> 00:28:28,860 We wanted players to actually think and understand 551 00:28:28,860 --> 00:28:31,830 the concepts there, instead of just coming up 552 00:28:31,830 --> 00:28:34,470 with the buzzword of forecast-based financing. 553 00:28:34,470 --> 00:28:36,002 And finally, we had the challenge 554 00:28:36,002 --> 00:28:38,460 of actually communicating that forecast to players in a way 555 00:28:38,460 --> 00:28:40,010 that they would be able to understand 556 00:28:40,010 --> 00:28:41,340 and then make use of. 557 00:28:41,340 --> 00:28:43,620 You could see in that game that we had water levels 558 00:28:43,620 --> 00:28:45,130 and it would show on the map. 559 00:28:45,130 --> 00:28:47,640 And we found that players were pretty good at using that 560 00:28:47,640 --> 00:28:49,950 in order to make decisions about what 561 00:28:49,950 --> 00:28:51,470 was going to happen in the future 562 00:28:51,470 --> 00:28:53,294 and how to allocate their resources. 563 00:28:53,294 --> 00:28:55,460 The other big challenge that we had in the beginning 564 00:28:55,460 --> 00:28:59,310 was that our initial target audience was policymakers. 565 00:28:59,310 --> 00:29:03,021 Like for Snap, Pablo had come in and pitched us this game idea. 566 00:29:03,021 --> 00:29:05,020 And originally, he had wanted us to build a game 567 00:29:05,020 --> 00:29:07,640 for policymakers that would help them understand 568 00:29:07,640 --> 00:29:09,600 the benefits of forecast-based financing 569 00:29:09,600 --> 00:29:11,850 and, therefore, convince them that they should develop 570 00:29:11,850 --> 00:29:15,240 policies that would give resources to plans based 571 00:29:15,240 --> 00:29:17,770 on forecast-based financing. 572 00:29:17,770 --> 00:29:19,760 So I would like to take you through a couple 573 00:29:19,760 --> 00:29:22,720 of our prototypes just to show you the evolution and comment 574 00:29:22,720 --> 00:29:26,570 sort of on our process. 575 00:29:26,570 --> 00:29:31,300 Actually, to preface that, we had a lot of prototypes, 576 00:29:31,300 --> 00:29:33,310 because of our idea was so abstract 577 00:29:33,310 --> 00:29:35,910 and because we weren't sure how to address our audience. 578 00:29:35,910 --> 00:29:38,670 So we built a lot of prototypes to start with. 579 00:29:38,670 --> 00:29:42,454 We had ideas that ranged across sort of levels of scope 580 00:29:42,454 --> 00:29:44,870 of what you controlled, where you controlled entire cities 581 00:29:44,870 --> 00:29:46,619 or where you controlled individual workers 582 00:29:46,619 --> 00:29:47,780 and moved them around. 583 00:29:47,780 --> 00:29:49,540 And then we would pull from all these different kinds 584 00:29:49,540 --> 00:29:51,800 of ideas what worked, what didn't, what did people 585 00:29:51,800 --> 00:29:53,760 understand, what confused them. 586 00:29:53,760 --> 00:29:55,820 And from that, we got a really good idea 587 00:29:55,820 --> 00:29:58,660 of what concepts helped people understand the idea 588 00:29:58,660 --> 00:30:02,710 and brought them into this final game that we ended up with. 589 00:30:02,710 --> 00:30:05,530 So the project started on October 15. 590 00:30:05,530 --> 00:30:07,110 And this was our first prototype. 591 00:30:07,110 --> 00:30:09,210 It was a terminal-based game, where 592 00:30:09,210 --> 00:30:12,330 you had some kind of information about a future rainfall. 593 00:30:12,330 --> 00:30:15,140 And then you had to type in your commands of how you controlled 594 00:30:15,140 --> 00:30:16,900 different cities. 595 00:30:16,900 --> 00:30:19,720 This, actually, people found it fun. 596 00:30:19,720 --> 00:30:22,410 But as you might expect, the feedback wasn't very good. 597 00:30:22,410 --> 00:30:24,220 And people didn't quite understand 598 00:30:24,220 --> 00:30:26,510 how to move forward with it. 599 00:30:26,510 --> 00:30:29,110 It put a lot of cognitive load on people. 600 00:30:29,110 --> 00:30:31,340 So when we moved forward, we tried 601 00:30:31,340 --> 00:30:35,660 to give people more easily understandable actions to use. 602 00:30:35,660 --> 00:30:38,710 But the problem with this game was that it was time based 603 00:30:38,710 --> 00:30:39,940 and it updated every second. 604 00:30:39,940 --> 00:30:41,815 And so there are so numbers flying at people, 605 00:30:41,815 --> 00:30:44,690 like even MIT students who play tested it couldn't understand. 606 00:30:44,690 --> 00:30:46,920 So we figured that people like policymakers, 607 00:30:46,920 --> 00:30:48,880 who didn't have much experience with games, 608 00:30:48,880 --> 00:30:51,590 really wouldn't be able to understand the game at all. 609 00:30:51,590 --> 00:30:53,930 So instead, we went to turn based. 610 00:30:53,930 --> 00:30:55,260 And that helped. 611 00:30:55,260 --> 00:30:58,730 But at the same time, it's tough to see on this projector, 612 00:30:58,730 --> 00:31:00,560 but we have a forecast underneath that says 613 00:31:00,560 --> 00:31:02,260 how much rainfall is expected. 614 00:31:02,260 --> 00:31:04,260 And again, that wasn't understandable to people, 615 00:31:04,260 --> 00:31:06,843 because they couldn't understand what three inches of rainfall 616 00:31:06,843 --> 00:31:08,029 meant for their city. 617 00:31:08,029 --> 00:31:10,070 And they couldn't understand how that contributed 618 00:31:10,070 --> 00:31:11,652 to a possible disaster. 619 00:31:11,652 --> 00:31:13,610 At this point, Pablo actually came by the class 620 00:31:13,610 --> 00:31:14,900 and played the game. 621 00:31:14,900 --> 00:31:17,270 And then he told us that he wasn't even sure 622 00:31:17,270 --> 00:31:19,300 that he could get policymakers to play the game, 623 00:31:19,300 --> 00:31:21,090 because they may not have enough time. 624 00:31:21,090 --> 00:31:23,789 Instead, he wanted us to switch to grade schoolers, 625 00:31:23,789 --> 00:31:25,330 because we could teach them something 626 00:31:25,330 --> 00:31:27,660 about forecast-based financing and help them understand 627 00:31:27,660 --> 00:31:30,052 as they grew up. 628 00:31:30,052 --> 00:31:31,760 And this was great for us, because making 629 00:31:31,760 --> 00:31:34,230 a game that was serious, easy for somebody 630 00:31:34,230 --> 00:31:36,770 who didn't have experience with games to play, and also 631 00:31:36,770 --> 00:31:40,680 fun and engaging was too difficult for us actually. 632 00:31:40,680 --> 00:31:43,930 So moving to grade schoolers was awesome. 633 00:31:43,930 --> 00:31:48,310 He also suggested that we try to make the idea of rainfall 634 00:31:48,310 --> 00:31:50,990 or water levels more visceral. 635 00:31:50,990 --> 00:31:54,450 And that's when we came upon this idea of the rising waters. 636 00:31:54,450 --> 00:31:56,830 Whenever players looked at this, they instantly 637 00:31:56,830 --> 00:31:58,480 understood the concept of the game. 638 00:31:58,480 --> 00:32:00,150 The feedback might not be there. 639 00:32:00,150 --> 00:32:02,710 The beautiful UI might not be there. 640 00:32:02,710 --> 00:32:05,020 But the idea of having cities with workers in them 641 00:32:05,020 --> 00:32:07,890 and a rising water level coming towards them, everybody 642 00:32:07,890 --> 00:32:08,800 understood that. 643 00:32:08,800 --> 00:32:10,425 And it made it a lot easier for players 644 00:32:10,425 --> 00:32:12,220 to reason about the game. 645 00:32:12,220 --> 00:32:15,170 From there, we added things like nicer art, better feedback, 646 00:32:15,170 --> 00:32:18,770 which you can't quite see in the static picture, more 647 00:32:18,770 --> 00:32:21,300 improvements to how the forecast worked. 648 00:32:21,300 --> 00:32:27,740 And eventually, we ended up with our final version today. 649 00:32:27,740 --> 00:32:31,180 NORMAN: So to talk a little bit about our actual development 650 00:32:31,180 --> 00:32:33,820 process, so our team was structured into three 651 00:32:33,820 --> 00:32:36,270 main subteams, production, which was in charge 652 00:32:36,270 --> 00:32:39,700 of managerial roles, deliverables, and play testing, 653 00:32:39,700 --> 00:32:44,260 and so there was a shared responsibility there; 654 00:32:44,260 --> 00:32:45,900 technical team, which was in charge 655 00:32:45,900 --> 00:32:49,450 of the bulk of the coding work; and a user experience 656 00:32:49,450 --> 00:32:52,910 team, which would be in charge of assets, UI design, and UI 657 00:32:52,910 --> 00:32:54,260 design. 658 00:32:54,260 --> 00:32:57,750 We also initially envisioned subteam leaders, 659 00:32:57,750 --> 00:33:00,460 where we'd be kind of communicating through them. 660 00:33:00,460 --> 00:33:02,450 But we found the concept kind of redundant. 661 00:33:02,450 --> 00:33:05,420 And so we've worked pretty much with like a flat structure 662 00:33:05,420 --> 00:33:08,570 between the three teams. 663 00:33:08,570 --> 00:33:12,140 So from the beginning, we encouraged good coding 664 00:33:12,140 --> 00:33:12,640 practice. 665 00:33:12,640 --> 00:33:16,430 And so we used good tools available to us. 666 00:33:16,430 --> 00:33:19,470 One of these is Yeoman, which is a JavaScript scaffolding 667 00:33:19,470 --> 00:33:21,470 framework. 668 00:33:21,470 --> 00:33:24,890 And this helped us out a lot by basically automating 669 00:33:24,890 --> 00:33:29,670 a lot of our JavaScript tasks and making our code modular. 670 00:33:29,670 --> 00:33:32,780 We also used Phaser state machine, 671 00:33:32,780 --> 00:33:37,430 which is this kind of badly documented new feature 672 00:33:37,430 --> 00:33:40,380 in the Phaser game engine, which was the JavaScript game 673 00:33:40,380 --> 00:33:42,940 engine that we used. 674 00:33:42,940 --> 00:33:45,730 It's a bit badly documented. 675 00:33:45,730 --> 00:33:47,520 But it did save us a lot of headaches. 676 00:33:47,520 --> 00:33:51,200 And once we figured that out, that proved immensely helpful. 677 00:33:51,200 --> 00:33:57,240 And we also used MVC, which is a computer software engineering 678 00:33:57,240 --> 00:33:59,810 term standing for Model View Controller. 679 00:33:59,810 --> 00:34:03,360 And again, by encouraging these good coding practices, 680 00:34:03,360 --> 00:34:06,940 we reduced dependencies and made sure that our team was 681 00:34:06,940 --> 00:34:09,120 productive. 682 00:34:09,120 --> 00:34:12,480 In terms of communication, we also, similar to Snap, 683 00:34:12,480 --> 00:34:15,150 used Slack, which is kind of like a modernized chatrooms. 684 00:34:15,150 --> 00:34:16,860 It's very feature rich. 685 00:34:16,860 --> 00:34:20,360 And so you can share files, channels, and things like that. 686 00:34:20,360 --> 00:34:23,870 And we also use the idea of the Daily Scrum. 687 00:34:23,870 --> 00:34:26,070 We implemented it in class. 688 00:34:26,070 --> 00:34:29,219 And we would say what we had done that class, what 689 00:34:29,219 --> 00:34:35,300 we would be doing, and what we wanted to do until next class. 690 00:34:35,300 --> 00:34:38,560 And so now, the major challenges that we 691 00:34:38,560 --> 00:34:41,860 faced during the development process though where 692 00:34:41,860 --> 00:34:44,960 that our team members came from very different backgrounds 693 00:34:44,960 --> 00:34:47,679 and had very different preferences about games. 694 00:34:47,679 --> 00:34:51,679 Some of our team members are very hardcore StarCraft players 695 00:34:51,679 --> 00:34:55,980 and very good at RTS games, while other members of our team 696 00:34:55,980 --> 00:34:59,920 preferred like a more laid back mobile game Fruit Ninja 697 00:34:59,920 --> 00:35:01,120 kind of approach. 698 00:35:01,120 --> 00:35:04,040 And so trying to mediate those two viewpoints 699 00:35:04,040 --> 00:35:06,650 and trying to create a game that would 700 00:35:06,650 --> 00:35:11,550 engage both types of gamers was a challenge 701 00:35:11,550 --> 00:35:14,660 that we had to overcome. 702 00:35:14,660 --> 00:35:18,000 And so another big challenge that we had in our development 703 00:35:18,000 --> 00:35:22,105 process, as you saw through our progression 704 00:35:22,105 --> 00:35:23,480 through our different prototypes, 705 00:35:23,480 --> 00:35:27,640 was that our direction was not very clear, until about halfway 706 00:35:27,640 --> 00:35:28,930 through the project. 707 00:35:28,930 --> 00:35:32,630 And so partially because we had different ideas on what 708 00:35:32,630 --> 00:35:36,020 the game should look like and also partially because we had 709 00:35:36,020 --> 00:35:38,670 such an abstract idea of forecast-based financing 710 00:35:38,670 --> 00:35:43,890 that even we didn't have that good of a grasp on initially, 711 00:35:43,890 --> 00:35:46,220 it took us a while to really get settled 712 00:35:46,220 --> 00:35:47,880 on what we wanted to build. 713 00:35:47,880 --> 00:35:52,400 And so this really challenged our development process 714 00:35:52,400 --> 00:35:58,340 and made us have to build a lot before we got something 715 00:35:58,340 --> 00:36:01,120 that we liked. 716 00:36:01,120 --> 00:36:04,390 And so eventually, we did end up having 717 00:36:04,390 --> 00:36:07,690 to cut some features of like multiple levels 718 00:36:07,690 --> 00:36:10,670 or like a guided tutorial for the player. 719 00:36:10,670 --> 00:36:14,500 We thought that this would introduce too much new content 720 00:36:14,500 --> 00:36:19,700 that would need to be play tested, balanced, and tested 721 00:36:19,700 --> 00:36:22,420 to ensure consistency with the rest of our game, which 722 00:36:22,420 --> 00:36:24,320 we viewed as taking up too much time. 723 00:36:24,320 --> 00:36:28,660 And we also cut the idea of adding more individuality 724 00:36:28,660 --> 00:36:32,270 to the workers or to the toys that you saw, 725 00:36:32,270 --> 00:36:34,150 other than different graphics for each. 726 00:36:37,830 --> 00:36:40,647 MATT: Some of the worst things that we did on our team 727 00:36:40,647 --> 00:36:42,230 is that we spent a lot of time on work 728 00:36:42,230 --> 00:36:44,150 that got thrown out entirely. 729 00:36:44,150 --> 00:36:47,420 All the prototypes we did, they were actually pretty useful, 730 00:36:47,420 --> 00:36:50,420 because of the things we learned about the concept and about 731 00:36:50,420 --> 00:36:52,070 how people would play the game. 732 00:36:52,070 --> 00:36:53,920 But we did spend a lot of time on things 733 00:36:53,920 --> 00:36:57,420 like art or nitty gritty details that didn't really 734 00:36:57,420 --> 00:36:59,670 need to be figured out and that we could have put off 735 00:36:59,670 --> 00:37:02,320 until later in the project. 736 00:37:02,320 --> 00:37:06,640 We also kept the game direction too vague for too long. 737 00:37:06,640 --> 00:37:09,630 As Norman said, we spent a lot of time with that. 738 00:37:09,630 --> 00:37:12,800 And it probably ate up too much of our time. 739 00:37:12,800 --> 00:37:14,780 Although it helped us learn, we could 740 00:37:14,780 --> 00:37:16,650 have moved faster in the beginning 741 00:37:16,650 --> 00:37:18,120 to get to a solid idea. 742 00:37:18,120 --> 00:37:21,670 Because once we got to a solid idea of the rising waters, 743 00:37:21,670 --> 00:37:24,170 our team started to centralize around it 744 00:37:24,170 --> 00:37:26,730 a lot better, because we could actually 745 00:37:26,730 --> 00:37:27,970 deal with something concrete. 746 00:37:27,970 --> 00:37:30,030 While we were dealing with the abstract ideas, 747 00:37:30,030 --> 00:37:32,540 everybody was all over the place and arguing about things 748 00:37:32,540 --> 00:37:35,040 that didn't quite line up. 749 00:37:35,040 --> 00:37:38,430 And the worst decision of all that we started with 750 00:37:38,430 --> 00:37:41,200 and that sort of made the problem of going too vague 751 00:37:41,200 --> 00:37:42,791 and all these other things happen 752 00:37:42,791 --> 00:37:44,290 is that we were originally thinking, 753 00:37:44,290 --> 00:37:48,030 how do we skin forecast based financing as a game? 754 00:37:48,030 --> 00:37:50,690 How do we take this idea of using forecast 755 00:37:50,690 --> 00:37:54,210 to make decisions and then just gamify it, 756 00:37:54,210 --> 00:37:57,650 which we eventually realized wasn't fun 757 00:37:57,650 --> 00:38:00,557 and didn't help us actually come up with any ideas. 758 00:38:00,557 --> 00:38:02,140 Instead when we flipped it and started 759 00:38:02,140 --> 00:38:05,260 talking about what game could we create and use 760 00:38:05,260 --> 00:38:09,140 forecast-based financing to improve it and teach players 761 00:38:09,140 --> 00:38:12,390 how to play the game and, therefore, allow them to come 762 00:38:12,390 --> 00:38:15,220 out of the game, having learned about forecast-based financing, 763 00:38:15,220 --> 00:38:16,530 the world sort of opened up. 764 00:38:16,530 --> 00:38:18,238 Everything became a lot more interesting. 765 00:38:18,238 --> 00:38:21,892 And we found that we started to move faster. 766 00:38:21,892 --> 00:38:24,350 Some of the best decisions that we made, on the other hand, 767 00:38:24,350 --> 00:38:26,520 as Norman said, we had good tools, 768 00:38:26,520 --> 00:38:29,610 which meant that even when we threw out prototypes, 769 00:38:29,610 --> 00:38:33,020 although we wasted things like art resources and things 770 00:38:33,020 --> 00:38:36,350 like that, we actually didn't end up wasting very much code, 771 00:38:36,350 --> 00:38:39,000 because things like the idea of workers or cities 772 00:38:39,000 --> 00:38:41,500 could literally be pulled out of the old games we had, 773 00:38:41,500 --> 00:38:43,870 put into our new game, and then reworked 774 00:38:43,870 --> 00:38:47,670 to build our new structure. 775 00:38:47,670 --> 00:38:49,510 We also weren't afraid to trust each other 776 00:38:49,510 --> 00:38:52,210 and throw out the things that didn't work. 777 00:38:52,210 --> 00:38:53,890 Once we started moving fast, we had 778 00:38:53,890 --> 00:38:55,575 a lot of ideas that would come out, 779 00:38:55,575 --> 00:38:57,680 and we would say, OK, this doesn't work. 780 00:38:57,680 --> 00:38:59,290 We're actually going to scrap it. 781 00:38:59,290 --> 00:39:03,210 Or we think that this isn't the direction we need to go in. 782 00:39:03,210 --> 00:39:06,641 And everybody was willing to go along with it. 783 00:39:06,641 --> 00:39:08,890 It's not a good feeling to see your things thrown out. 784 00:39:08,890 --> 00:39:11,310 But everybody understood that was for the best of the game. 785 00:39:11,310 --> 00:39:13,768 And I really appreciate their understanding with everything 786 00:39:13,768 --> 00:39:14,710 too. 787 00:39:14,710 --> 00:39:16,710 And part of that all comes down to the fact 788 00:39:16,710 --> 00:39:18,900 that we were on board with our final idea. 789 00:39:18,900 --> 00:39:21,465 We were all excited about the concept that we had. 790 00:39:21,465 --> 00:39:23,090 Part of that might have been the relief 791 00:39:23,090 --> 00:39:24,881 of coming to a concrete idea after spending 792 00:39:24,881 --> 00:39:26,330 so much time being vague. 793 00:39:26,330 --> 00:39:28,080 But once we had the concrete idea, 794 00:39:28,080 --> 00:39:32,120 we really moved fast and worked well around it. 795 00:39:32,120 --> 00:39:33,875 So thank you and any questions. 796 00:39:41,495 --> 00:39:42,968 AUDIENCE: Who did your sound? 797 00:39:42,968 --> 00:39:44,932 It's awesome. 798 00:39:44,932 --> 00:39:47,040 MATT: That was from our UI team. 799 00:39:47,040 --> 00:39:48,510 AUDIENCE: Oh, [INAUDIBLE]. 800 00:39:48,510 --> 00:39:50,329 OK, I really liked it. 801 00:39:50,329 --> 00:39:50,995 MATT: Thank you. 802 00:39:50,995 --> 00:39:52,450 AUDIENCE: Where did you find it? 803 00:39:52,450 --> 00:39:54,120 NORMAN: So it's on our credits page. 804 00:39:54,120 --> 00:39:56,691 Most of it was online. 805 00:39:56,691 --> 00:39:58,152 The credits page in our game. 806 00:40:04,483 --> 00:40:06,431 AUDIENCE: And so you don't want to type it in. 807 00:40:09,840 --> 00:40:11,830 MATT: It's a little small, I guess, up here. 808 00:40:11,830 --> 00:40:13,637 AUDIENCE: Oh, OK, great. 809 00:40:13,637 --> 00:40:14,470 MATT: But it looks-- 810 00:40:14,470 --> 00:40:15,678 AUDIENCE: [? Switch games. ?] 811 00:40:15,678 --> 00:40:17,540 NORMAN: Yeah, "Hold My Hand," AGP by-- 812 00:40:17,540 --> 00:40:19,790 AUDIENCE: Would it be possible to do a [? shortened ?] 813 00:40:19,790 --> 00:40:21,646 URL of these? 814 00:40:21,646 --> 00:40:23,455 MATT: For the game? 815 00:40:23,455 --> 00:40:24,381 Oh, yeah, sure. 816 00:40:24,381 --> 00:40:26,880 We can make a Bitly link, and we'll send it out to everyone. 817 00:40:26,880 --> 00:40:29,652 AUDIENCE: Yeah, just to entire-- yeah. 818 00:40:29,652 --> 00:40:32,370 MATT: That's a good call. 819 00:40:32,370 --> 00:40:33,025 Yes. 820 00:40:33,025 --> 00:40:35,270 AUDIENCE: Having watched the early crash 821 00:40:35,270 --> 00:40:38,712 and burn playthrough, how often do people-- 822 00:40:38,712 --> 00:40:40,170 I don't know if you've actually had 823 00:40:40,170 --> 00:40:43,242 a lot of people to play your current version of your game. 824 00:40:43,242 --> 00:40:45,100 Do people usually take a playthrough or two 825 00:40:45,100 --> 00:40:47,790 before they start getting the concept? 826 00:40:47,790 --> 00:40:49,070 MATT: Yes. 827 00:40:49,070 --> 00:40:52,274 That's why something like a tutorial would be really nice. 828 00:40:52,274 --> 00:40:54,440 Unfortunately, we didn't have the time to put it in. 829 00:40:54,440 --> 00:40:55,580 AUDIENCE: Yeah, no. 830 00:40:55,580 --> 00:40:56,870 I was wondering how that-- OK. 831 00:40:56,870 --> 00:40:58,900 MATT: Yeah, usually what happens is, 832 00:40:58,900 --> 00:41:02,750 even if after maybe a couple of turns of playing through they 833 00:41:02,750 --> 00:41:05,430 start to get the idea, the problem is that, 834 00:41:05,430 --> 00:41:08,310 as the water starts to rise, they haven't prepared enough. 835 00:41:08,310 --> 00:41:12,180 And so all their workers or the toys will starve or get 836 00:41:12,180 --> 00:41:14,784 carried away by the waves, which is a bit unfortunate 837 00:41:14,784 --> 00:41:17,200 and probably makes the players feel bad on the first time. 838 00:41:17,200 --> 00:41:18,992 But then they-- it actually teaches 839 00:41:18,992 --> 00:41:20,200 them to think ahead about it. 840 00:41:20,200 --> 00:41:22,640 So the next playthrough, they're much more careful 841 00:41:22,640 --> 00:41:23,390 and understanding. 842 00:41:26,390 --> 00:41:30,090 AUDIENCE: Yes, I was wondering if you 843 00:41:30,090 --> 00:41:34,920 were playing any other games or thinking about other games 844 00:41:34,920 --> 00:41:37,160 as the inspiration or thinking about how 845 00:41:37,160 --> 00:41:39,946 to deal with sort of getting the right level 846 00:41:39,946 --> 00:41:43,738 of strategic thinking in your game. 847 00:41:43,738 --> 00:41:47,750 NORMAN: Well, so I guess in terms of early on. 848 00:41:47,750 --> 00:41:49,470 Because we had a very different idea 849 00:41:49,470 --> 00:41:52,720 of what we wanted to do early on in the process, 850 00:41:52,720 --> 00:41:55,760 we were thinking about games like Civilization and how 851 00:41:55,760 --> 00:41:59,030 did they communicate all these complex worker movements 852 00:41:59,030 --> 00:42:01,400 and managing multiple cities. 853 00:42:01,400 --> 00:42:05,410 But once we actually came up with this game concept, 854 00:42:05,410 --> 00:42:09,960 I think we had much, much smaller goals. 855 00:42:09,960 --> 00:42:14,752 And so did we have any specific game models, do you think? 856 00:42:14,752 --> 00:42:17,910 MATT: There is none that I specifically think of. 857 00:42:17,910 --> 00:42:21,160 There were some things that we were sort of inspired by, 858 00:42:21,160 --> 00:42:23,550 standard tricks, like when you hover 859 00:42:23,550 --> 00:42:25,050 over one of the characters, they got 860 00:42:25,050 --> 00:42:28,562 bigger, some idea of showing off that this is clickable, 861 00:42:28,562 --> 00:42:29,270 things like that. 862 00:42:29,270 --> 00:42:33,330 But specific games themselves, not really. 863 00:42:33,330 --> 00:42:35,665 AUDIENCE: I was just thinking it ended up 864 00:42:35,665 --> 00:42:37,540 being kind of war gamey. 865 00:42:37,540 --> 00:42:39,680 And I feel like there's a lot of war games 866 00:42:39,680 --> 00:42:42,553 that where I'd thinking a lot about getting 867 00:42:42,553 --> 00:42:48,469 that right level of I guess tactics rather than strategy. 868 00:42:48,469 --> 00:42:50,934 But, yeah, I guess it worked out kind of. 869 00:42:54,385 --> 00:42:56,460 AUDIENCE: So you mentioned that you 870 00:42:56,460 --> 00:42:59,310 were able to completely change how your workers looked 871 00:42:59,310 --> 00:43:00,805 and just keep your models. 872 00:43:00,805 --> 00:43:04,181 So that's sort of the Holy Grail of object-oriented programming, 873 00:43:04,181 --> 00:43:06,129 that kind of object that's reusable 874 00:43:06,129 --> 00:43:08,660 and you don't have to throw out the code. 875 00:43:08,660 --> 00:43:10,911 Do you think there's a reason why, in particular, you 876 00:43:10,911 --> 00:43:13,202 were able to achieve that, because I think that's not-- 877 00:43:13,202 --> 00:43:15,940 that's not common necessarily in object-oriented programming? 878 00:43:19,314 --> 00:43:22,400 NORMAN: Partially, a little bit of OCD-ness 879 00:43:22,400 --> 00:43:25,850 like very early on, very strictly saying 880 00:43:25,850 --> 00:43:27,960 we're going to write this object-oriented code, 881 00:43:27,960 --> 00:43:30,210 and we're not just going to hack things together. 882 00:43:30,210 --> 00:43:33,020 I think that helped a lot, because we actually 883 00:43:33,020 --> 00:43:34,760 spent the time in the very beginning 884 00:43:34,760 --> 00:43:38,000 to think about like which objects 885 00:43:38,000 --> 00:43:42,860 were responsible for what and what their purpose should be. 886 00:43:42,860 --> 00:43:44,840 Yeah, basically, I think because we 887 00:43:44,840 --> 00:43:46,640 moved more slowly in the start and thought 888 00:43:46,640 --> 00:43:49,340 more carefully about how that code should be structured, 889 00:43:49,340 --> 00:43:52,800 we ended up with having an easier time later on. 890 00:43:52,800 --> 00:43:55,525 MATT: There's also the fact that because we 891 00:43:55,525 --> 00:43:57,380 had learned these things from the prototype 892 00:43:57,380 --> 00:43:59,970 that we are putting into this game, that also meant 893 00:43:59,970 --> 00:44:04,840 that the objects that we created because we wanted 894 00:44:04,840 --> 00:44:07,190 similar functionality to things that we had already seen 895 00:44:07,190 --> 00:44:09,070 and we knew worked, it meant that we 896 00:44:09,070 --> 00:44:12,570 were comfortable pulling out the functionality into that. 897 00:44:15,110 --> 00:44:17,190 I don't want to say it was designed to fit. 898 00:44:17,190 --> 00:44:22,712 But there is the fact that we moved it on purpose, really. 899 00:44:22,712 --> 00:44:24,930 AUDIENCE: I would like to say something on it. 900 00:44:24,930 --> 00:44:28,770 So we had a very good MVC model. 901 00:44:28,770 --> 00:44:32,400 So models were at and has a tree-like structure, 902 00:44:32,400 --> 00:44:35,922 I think it was very easy to change the model somewhere else 903 00:44:35,922 --> 00:44:37,889 [? and knew it ?] involved-- sorry, 904 00:44:37,889 --> 00:44:40,264 used our new evolved models once [? models and no idea ?] 905 00:44:40,264 --> 00:44:41,248 of what happens. 906 00:44:41,248 --> 00:44:43,708 So basically, it was [INAUDIBLE] change. 907 00:44:48,136 --> 00:44:49,120 AUDIENCE: Thank you. 908 00:44:49,120 --> 00:44:50,104 All right, thank you. 909 00:44:53,548 --> 00:44:55,640 MIRIAM: Hello, my name is Miriam. 910 00:44:55,640 --> 00:44:58,460 And today, I'm going to be presenting for Team Heat Wave. 911 00:44:58,460 --> 00:45:01,110 And we made a game called Heat Wave. 912 00:45:01,110 --> 00:45:05,600 So the goal of Heat Wave was and is 913 00:45:05,600 --> 00:45:08,370 to educate Red Cross workers about how to prepare 914 00:45:08,370 --> 00:45:10,360 for and handle heat waves. 915 00:45:10,360 --> 00:45:12,270 And if you've never been through a heat wave, 916 00:45:12,270 --> 00:45:15,220 it's just defined as elevated temperatures 917 00:45:15,220 --> 00:45:16,790 for an extended period of time. 918 00:45:16,790 --> 00:45:18,440 And the way you prepare for that is you 919 00:45:18,440 --> 00:45:20,330 set up umbrellas for shade. 920 00:45:20,330 --> 00:45:21,600 You get water coolers. 921 00:45:21,600 --> 00:45:23,220 And during the actual event, you try 922 00:45:23,220 --> 00:45:26,830 to go inside and drink an excess amount of water. 923 00:45:26,830 --> 00:45:29,120 So while we had that game goal, we also 924 00:45:29,120 --> 00:45:34,220 had design goals of usability, playability, and education-- 925 00:45:34,220 --> 00:45:36,360 usability because if the game doesn't open, 926 00:45:36,360 --> 00:45:38,320 it doesn't turn on, that's a problem, 927 00:45:38,320 --> 00:45:40,531 it doesn't work, playability because we wanted people 928 00:45:40,531 --> 00:45:42,280 to be able to play through the whole game, 929 00:45:42,280 --> 00:45:46,460 it's just very fundamental, and education because this game 930 00:45:46,460 --> 00:45:49,310 is meant to educate Red Cross workers about how 931 00:45:49,310 --> 00:45:50,340 to deal with heat waves. 932 00:45:50,340 --> 00:45:53,050 So we really wanted that to be one of our primary objectives 933 00:45:53,050 --> 00:45:55,240 for the game. 934 00:45:55,240 --> 00:45:59,680 So to meet these goals, we had our design processes. 935 00:45:59,680 --> 00:46:01,410 And I'll talk a little bit about each 936 00:46:01,410 --> 00:46:03,220 of these in detail in a minute. 937 00:46:03,220 --> 00:46:05,400 But we started off just as the other teams 938 00:46:05,400 --> 00:46:06,850 did with brainstorming. 939 00:46:06,850 --> 00:46:10,380 Then we formed a team based off of our ideas. 940 00:46:10,380 --> 00:46:12,880 And then we broke down responsibility. 941 00:46:12,880 --> 00:46:16,080 So one person was in charge of one aspect of the game. 942 00:46:16,080 --> 00:46:18,320 Another was in charge of like the graphics, 943 00:46:18,320 --> 00:46:19,430 all separate tasks. 944 00:46:19,430 --> 00:46:21,030 And then we continuously updated. 945 00:46:21,030 --> 00:46:23,970 And what we used for that was Trello, primarily. 946 00:46:23,970 --> 00:46:25,720 And I'll talk more about that in a minute. 947 00:46:25,720 --> 00:46:27,300 So brainstorming, we were actually 948 00:46:27,300 --> 00:46:31,000 right there on the board drawing things for a while. 949 00:46:31,000 --> 00:46:34,800 And we had two major ideas going as a group of people 950 00:46:34,800 --> 00:46:36,840 just considering this topic. 951 00:46:36,840 --> 00:46:39,340 The two ideas we had were the game we actually came up with, 952 00:46:39,340 --> 00:46:43,490 where you play as a Red Cross worker trying to help people. 953 00:46:43,490 --> 00:46:47,440 And then our second game was playing as a heat wave, 954 00:46:47,440 --> 00:46:49,910 trying to make people faint. 955 00:46:49,910 --> 00:46:52,050 And while that actually sounds like a lot of fun, 956 00:46:52,050 --> 00:46:53,524 we stuck with the first idea. 957 00:46:53,524 --> 00:46:55,190 And the reason we did that is we thought 958 00:46:55,190 --> 00:46:57,490 we could get more education into the game. 959 00:46:57,490 --> 00:47:00,760 Because education was such a primary focus for us, 960 00:47:00,760 --> 00:47:03,547 we really wanted it to be the core basis of the game. 961 00:47:03,547 --> 00:47:05,380 So we went with the game that would directly 962 00:47:05,380 --> 00:47:07,470 correlate to what these Red Cross workers would 963 00:47:07,470 --> 00:47:11,350 be doing out in the streets before and during a heat wave. 964 00:47:11,350 --> 00:47:13,700 And based off of that idea, we formed a team. 965 00:47:13,700 --> 00:47:15,480 We actually had a pretty large team. 966 00:47:15,480 --> 00:47:17,339 This is eight out of nine of our people. 967 00:47:17,339 --> 00:47:19,380 Joe wasn't in this photo, because he wasn't there 968 00:47:19,380 --> 00:47:20,010 that day. 969 00:47:20,010 --> 00:47:21,301 But we had a really large team. 970 00:47:21,301 --> 00:47:24,859 So we had to be really focused as to like who was doing what 971 00:47:24,859 --> 00:47:26,150 and what was getting done when. 972 00:47:26,150 --> 00:47:27,816 Because when you have such a large team, 973 00:47:27,816 --> 00:47:29,910 things can slip through the cracks. 974 00:47:29,910 --> 00:47:31,840 So we used Scrum. 975 00:47:31,840 --> 00:47:34,740 And as you can see up there, it says so many emails, 976 00:47:34,740 --> 00:47:38,250 because there were so many emails. 977 00:47:38,250 --> 00:47:41,600 But the way we dealt with that based off of previous projects 978 00:47:41,600 --> 00:47:43,850 was to say, well, we're going to have a lot of emails. 979 00:47:43,850 --> 00:47:45,440 There's nothing we can do about that. 980 00:47:45,440 --> 00:47:48,010 But we can make the emails relevant, 981 00:47:48,010 --> 00:47:50,520 so we can break them into different threads. 982 00:47:50,520 --> 00:47:54,327 So the people who were handling the character objects, 983 00:47:54,327 --> 00:47:56,160 they're just going to have their own thread. 984 00:47:56,160 --> 00:47:59,270 And maybe like one person who's communicating between teams 985 00:47:59,270 --> 00:48:00,740 will also be on that thread. 986 00:48:00,740 --> 00:48:02,320 But it's really their thread. 987 00:48:02,320 --> 00:48:03,450 So we had a lot of emails. 988 00:48:03,450 --> 00:48:06,190 But they were divided up as to who got to see them 989 00:48:06,190 --> 00:48:08,061 and who it affected. 990 00:48:08,061 --> 00:48:10,060 And the other thing we did is we had our Trello. 991 00:48:10,060 --> 00:48:12,152 And we constantly updated that. 992 00:48:12,152 --> 00:48:13,610 And we kept track of what was being 993 00:48:13,610 --> 00:48:15,960 done in this sprint and previous sprints. 994 00:48:15,960 --> 00:48:17,520 And it was really easy to see what 995 00:48:17,520 --> 00:48:19,150 was taking longer than we expected 996 00:48:19,150 --> 00:48:22,805 and what was done, what was done but could use improvements. 997 00:48:22,805 --> 00:48:23,930 Like you could make a note. 998 00:48:23,930 --> 00:48:26,080 We had like a not-done-yet section. 999 00:48:26,080 --> 00:48:28,840 So we really managed to stay organized that way. 1000 00:48:28,840 --> 00:48:31,220 And the other thing we did to make sure things 1001 00:48:31,220 --> 00:48:32,650 got done was group meetings. 1002 00:48:32,650 --> 00:48:35,140 And these were quintessential for our groups. 1003 00:48:35,140 --> 00:48:37,890 We had a bunch of like three-hour long meetings. 1004 00:48:37,890 --> 00:48:40,250 And we would get task after task done, 1005 00:48:40,250 --> 00:48:43,180 bug after bug fixed, and really just worked 1006 00:48:43,180 --> 00:48:46,490 through for hours on end. 1007 00:48:46,490 --> 00:48:49,380 So once we had this game and we were all working on it, 1008 00:48:49,380 --> 00:48:52,180 we had four focus tests that we ran. 1009 00:48:52,180 --> 00:48:53,790 And they all had a theme. 1010 00:48:53,790 --> 00:48:57,210 So our first focus test was about the concept, 1011 00:48:57,210 --> 00:49:01,650 can we educate people in the basic mechanic of that 1012 00:49:01,650 --> 00:49:04,220 we think we're going to use. 1013 00:49:04,220 --> 00:49:05,780 And I'll talk about that in a minute. 1014 00:49:05,780 --> 00:49:07,363 The second one was overarching issues. 1015 00:49:07,363 --> 00:49:10,940 So I said our three design goals were usability, playability, 1016 00:49:10,940 --> 00:49:11,740 and education. 1017 00:49:11,740 --> 00:49:13,860 So that was really our second focus assessed. 1018 00:49:13,860 --> 00:49:16,010 The third focus test was visuals. 1019 00:49:16,010 --> 00:49:17,650 Are we connecting with the user? 1020 00:49:17,650 --> 00:49:19,620 Are these the visuals we want to have? 1021 00:49:19,620 --> 00:49:22,330 And then for the fourth one was game balancing. 1022 00:49:22,330 --> 00:49:25,140 Does this game feel fun to play? 1023 00:49:25,140 --> 00:49:26,680 Is it working out? 1024 00:49:26,680 --> 00:49:28,770 So the first focus test, we focused 1025 00:49:28,770 --> 00:49:31,050 on the general mechanics. 1026 00:49:31,050 --> 00:49:35,170 We had a low fidelity prototype, which is actually 1027 00:49:35,170 --> 00:49:36,610 a Python-based game. 1028 00:49:36,610 --> 00:49:37,940 And there was a list of people. 1029 00:49:37,940 --> 00:49:40,370 And you could say, I want to talk to this person based 1030 00:49:40,370 --> 00:49:43,780 on some attributes and offer them water, tell them 1031 00:49:43,780 --> 00:49:45,010 to go inside. 1032 00:49:45,010 --> 00:49:47,600 And each turn, you could either continue talking to them, 1033 00:49:47,600 --> 00:49:49,680 say forget it, you're being annoying, 1034 00:49:49,680 --> 00:49:51,390 or oh, you accepted water, I'm going 1035 00:49:51,390 --> 00:49:52,639 to move on to the next person. 1036 00:49:52,639 --> 00:49:54,150 Or you could do nothing. 1037 00:49:54,150 --> 00:49:57,920 And what we learned very quickly was that it was working. 1038 00:49:57,920 --> 00:49:59,850 People were choosing to try and help 1039 00:49:59,850 --> 00:50:01,410 people based on their characteristics 1040 00:50:01,410 --> 00:50:04,810 and based on oh, well, this person fainted really quickly, 1041 00:50:04,810 --> 00:50:07,310 and they were homeless, so I think homeless people 1042 00:50:07,310 --> 00:50:08,150 might faint faster. 1043 00:50:08,150 --> 00:50:10,066 Though actually, I don't think homeless people 1044 00:50:10,066 --> 00:50:10,847 were in this game. 1045 00:50:10,847 --> 00:50:13,305 And we also experimented with different types of dialogues. 1046 00:50:13,305 --> 00:50:16,300 So we experimented with having like very factual dialogue, 1047 00:50:16,300 --> 00:50:18,000 drinking water is really important, 1048 00:50:18,000 --> 00:50:21,190 even if you're not too thirsty versus something like, 1049 00:50:21,190 --> 00:50:23,990 hide your wife, hide your kids heat wave. 1050 00:50:23,990 --> 00:50:27,830 So once we had that general concept in place, 1051 00:50:27,830 --> 00:50:30,850 we built a basic unit game. 1052 00:50:30,850 --> 00:50:32,770 And we wanted to see overarching issues. 1053 00:50:32,770 --> 00:50:35,580 So we had these four-- well five, 1054 00:50:35,580 --> 00:50:38,160 but one person has already fainted in this picture-- five 1055 00:50:38,160 --> 00:50:40,649 different characters with different attributes. 1056 00:50:40,649 --> 00:50:42,190 And you could choose to talk to them. 1057 00:50:42,190 --> 00:50:44,390 It was the same exact concept we had 1058 00:50:44,390 --> 00:50:46,760 in the Python text-based game. 1059 00:50:46,760 --> 00:50:48,770 This time, it was a little more visual. 1060 00:50:48,770 --> 00:50:52,040 There were people and there was a dialogue that would show up. 1061 00:50:52,040 --> 00:50:55,550 But it wasn't fully there yet. 1062 00:50:55,550 --> 00:50:59,470 And what we saw was the usability and the playability 1063 00:50:59,470 --> 00:51:01,770 were definitely having issues here. 1064 00:51:01,770 --> 00:51:02,945 You can see that. 1065 00:51:02,945 --> 00:51:05,070 But the education was definitely coming through it. 1066 00:51:05,070 --> 00:51:07,522 In fact, people wanted it to be more visual. 1067 00:51:07,522 --> 00:51:08,980 And we saw that, and we said, well, 1068 00:51:08,980 --> 00:51:11,060 we have to test more visuals. 1069 00:51:11,060 --> 00:51:14,600 So you can see, this was the version we tested later. 1070 00:51:14,600 --> 00:51:17,392 And we said, how is this working, who 1071 00:51:17,392 --> 00:51:18,600 are you choosing to click on? 1072 00:51:18,600 --> 00:51:21,309 And people said, well, first of all, it's confusing. 1073 00:51:21,309 --> 00:51:22,600 All these people look the same. 1074 00:51:22,600 --> 00:51:26,210 I can kind of tell who's a woman and who might be a man, 1075 00:51:26,210 --> 00:51:27,242 but that's about it. 1076 00:51:27,242 --> 00:51:28,950 The labels aren't moving with the people. 1077 00:51:28,950 --> 00:51:30,500 Even if they were moving with the people, 1078 00:51:30,500 --> 00:51:31,541 they're really too small. 1079 00:51:31,541 --> 00:51:32,850 We can't tell who's who. 1080 00:51:32,850 --> 00:51:35,025 And we said, well, we have this art 1081 00:51:35,025 --> 00:51:36,400 that we think we're going to redo 1082 00:51:36,400 --> 00:51:37,590 all the art in the style of. 1083 00:51:37,590 --> 00:51:39,470 We're thinking about getting rid of the labels. 1084 00:51:39,470 --> 00:51:40,310 Do you think that's a good idea? 1085 00:51:40,310 --> 00:51:42,059 And they said, yes, get rid of the labels. 1086 00:51:42,059 --> 00:51:43,320 They're too small anyway. 1087 00:51:43,320 --> 00:51:45,402 And so we showed them this caricature of one 1088 00:51:45,402 --> 00:51:47,860 of the types of the characters, which is a homeless person. 1089 00:51:47,860 --> 00:51:51,010 They're a very vulnerable group to heat waves. 1090 00:51:51,010 --> 00:51:53,570 We said, this is kind of the art style we were looking at. 1091 00:51:53,570 --> 00:51:54,840 We think it displays more information. 1092 00:51:54,840 --> 00:51:55,881 Do you think that's good? 1093 00:51:55,881 --> 00:51:58,370 And we got enormously positive feedback on that. 1094 00:51:58,370 --> 00:52:00,810 They say, definitely, I would click on this guy, 1095 00:52:00,810 --> 00:52:02,310 because he looks like he needs help. 1096 00:52:02,310 --> 00:52:04,444 And you'll see that later. 1097 00:52:04,444 --> 00:52:06,610 Something else we were having an issue with visually 1098 00:52:06,610 --> 00:52:08,940 was that the way people would go inside 1099 00:52:08,940 --> 00:52:12,080 is they would just kind of wander out. 1100 00:52:12,080 --> 00:52:14,690 But the way they fainted, they would actually just disappear, 1101 00:52:14,690 --> 00:52:15,860 proof. 1102 00:52:15,860 --> 00:52:18,335 So people didn't notice it actually. 1103 00:52:18,335 --> 00:52:19,960 And then they'd suddenly be like, well, 1104 00:52:19,960 --> 00:52:21,590 there was 10 people, and now there's 1105 00:52:21,590 --> 00:52:24,330 five people, and what happened? 1106 00:52:24,330 --> 00:52:27,280 So we said, OK, we know this is an issue. 1107 00:52:27,280 --> 00:52:30,220 What do you think would be the best way to visually show 1108 00:52:30,220 --> 00:52:32,631 that people are fainting and that would emotionally 1109 00:52:32,631 --> 00:52:33,380 resonate with you? 1110 00:52:33,380 --> 00:52:35,338 And they said, well, we want them to fall over. 1111 00:52:35,338 --> 00:52:37,790 And maybe it'd be nice if there were some other feedback, 1112 00:52:37,790 --> 00:52:39,810 like sound or something. 1113 00:52:39,810 --> 00:52:42,220 And we said, OK, we'll take that a step farther. 1114 00:52:42,220 --> 00:52:43,890 And we did. 1115 00:52:43,890 --> 00:52:46,300 And we'll talk about that later. 1116 00:52:46,300 --> 00:52:47,850 And the third thing that we really 1117 00:52:47,850 --> 00:52:51,410 got back from this visual feedback focus test 1118 00:52:51,410 --> 00:52:54,230 was that there was no indication when people were getting sick. 1119 00:52:54,230 --> 00:52:56,830 So in the real world, if you're getting sick, 1120 00:52:56,830 --> 00:53:00,500 you might like turned red, get really sweaty. 1121 00:53:00,500 --> 00:53:03,880 If you're about to faint, it'll be very obvious is the point. 1122 00:53:03,880 --> 00:53:05,260 And there was no indication here. 1123 00:53:05,260 --> 00:53:07,080 So we said, well, we're going to do something about it. 1124 00:53:07,080 --> 00:53:08,310 We're going to put that on the back burner, 1125 00:53:08,310 --> 00:53:09,320 keep thinking about it. 1126 00:53:09,320 --> 00:53:12,010 And we are going to fix that somehow. 1127 00:53:12,010 --> 00:53:14,300 And so we put that all into practice. 1128 00:53:14,300 --> 00:53:16,180 And you'll see the screens in a bit. 1129 00:53:16,180 --> 00:53:20,070 But our final focus test, we focused on game balancing. 1130 00:53:20,070 --> 00:53:21,390 Is this game balanced? 1131 00:53:21,390 --> 00:53:23,470 Are people fainting at a reasonable rate? 1132 00:53:23,470 --> 00:53:24,980 The problem was that we would have 1133 00:53:24,980 --> 00:53:27,340 like six people all fainting at the same time. 1134 00:53:27,340 --> 00:53:31,680 They said no, they have to faint at different increments. 1135 00:53:31,680 --> 00:53:33,510 And also on top of that, we had an issue 1136 00:53:33,510 --> 00:53:36,170 where the temperature was somewhat random, 1137 00:53:36,170 --> 00:53:37,510 going up and down. 1138 00:53:37,510 --> 00:53:39,780 And people were not adjusting to that. 1139 00:53:39,780 --> 00:53:40,670 One day it was 110. 1140 00:53:40,670 --> 00:53:41,980 The next day was 80. 1141 00:53:41,980 --> 00:53:44,669 And that's in Fahrenheit, because I assume most of you 1142 00:53:44,669 --> 00:53:45,710 use Fahrenheit typically. 1143 00:53:45,710 --> 00:53:47,760 But our game is actually in Celsius now. 1144 00:53:47,760 --> 00:53:49,690 But the idea was that people were not 1145 00:53:49,690 --> 00:53:51,190 adjusting to this change. 1146 00:53:51,190 --> 00:53:52,770 And it wasn't realistic. 1147 00:53:52,770 --> 00:53:56,620 So what we do now is we actually ramp up the temperature, 1148 00:53:56,620 --> 00:53:59,780 and so that the first day, very few if any people faint. 1149 00:53:59,780 --> 00:54:01,790 And then the next day, by the end of day, 1150 00:54:01,790 --> 00:54:03,880 people start fainting, because it's getting hot. 1151 00:54:03,880 --> 00:54:05,880 And then the third day, they're fainting faster. 1152 00:54:05,880 --> 00:54:08,680 And you'll see that in the playthrough after this. 1153 00:54:08,680 --> 00:54:11,550 So during this whole process, we made some good and bad choices. 1154 00:54:11,550 --> 00:54:14,300 And I'd like to talk about bad choices first. 1155 00:54:14,300 --> 00:54:17,000 So we made two major-- these were the two, 1156 00:54:17,000 --> 00:54:19,580 I think, biggest bad choices we made. 1157 00:54:19,580 --> 00:54:22,160 They're not completely horrible or anything. 1158 00:54:22,160 --> 00:54:24,690 The first was that we depended on external code. 1159 00:54:24,690 --> 00:54:28,200 And the second is we focused on education, not fun. 1160 00:54:28,200 --> 00:54:31,140 So when I mentioned the external code, one of our teammates 1161 00:54:31,140 --> 00:54:33,970 had a dialogue system for unity, which 1162 00:54:33,970 --> 00:54:38,140 is really cool, it looked really nice, had lot of features. 1163 00:54:38,140 --> 00:54:39,400 And we said, let's go for it. 1164 00:54:39,400 --> 00:54:43,000 We can use this as a foundation to build a really complex game. 1165 00:54:43,000 --> 00:54:45,320 And something we really didn't stop to think about 1166 00:54:45,320 --> 00:54:47,930 was how much work is it going to be to develop 1167 00:54:47,930 --> 00:54:49,774 our game around this system? 1168 00:54:49,774 --> 00:54:51,940 How much work is it going to be to change the system 1169 00:54:51,940 --> 00:54:53,220 to fit our game? 1170 00:54:53,220 --> 00:54:57,570 And also are we going to have time to do all of that 1171 00:54:57,570 --> 00:55:00,660 and also focus on making the game complete as a whole, 1172 00:55:00,660 --> 00:55:03,680 instead of just kind of showcasing this one aspect. 1173 00:55:03,680 --> 00:55:06,120 And it turns out it was a bit of a pitfall for us, 1174 00:55:06,120 --> 00:55:09,280 because we didn't expect it to take as much time as it did. 1175 00:55:09,280 --> 00:55:12,150 And if we were to go back, the teams kind of said, 1176 00:55:12,150 --> 00:55:15,940 well, maybe we still do this and we just deal with the issues 1177 00:55:15,940 --> 00:55:16,440 early on. 1178 00:55:16,440 --> 00:55:19,170 But also, maybe we should have just designed a simpler game 1179 00:55:19,170 --> 00:55:21,630 and not use this external code. 1180 00:55:21,630 --> 00:55:23,270 Another bad choice we made was we 1181 00:55:23,270 --> 00:55:25,010 really did focus on education, which 1182 00:55:25,010 --> 00:55:27,920 was good, because our game does teach people. 1183 00:55:27,920 --> 00:55:31,210 But it is an educational game in the sense 1184 00:55:31,210 --> 00:55:34,120 that it's not the most fun in the world. 1185 00:55:34,120 --> 00:55:37,470 And if we were to redo this, we probably 1186 00:55:37,470 --> 00:55:39,110 should have focused on fun earlier. 1187 00:55:39,110 --> 00:55:41,410 We played with having funny dialogue 1188 00:55:41,410 --> 00:55:44,284 and making more emotionally resonating effects. 1189 00:55:44,284 --> 00:55:46,450 But at the end of the day, it's an educational game. 1190 00:55:46,450 --> 00:55:50,560 And it's really not that exciting to play. 1191 00:55:50,560 --> 00:55:51,910 So that's something. 1192 00:55:51,910 --> 00:55:53,570 But in the process of doing that, 1193 00:55:53,570 --> 00:55:55,370 we made some good choices too. 1194 00:55:55,370 --> 00:55:58,830 And one of those good choices we made was group meetings. 1195 00:55:58,830 --> 00:56:01,440 You get so much done when you sit down 1196 00:56:01,440 --> 00:56:04,160 with like most of your team for three hours 1197 00:56:04,160 --> 00:56:05,790 and you just hammer through. 1198 00:56:05,790 --> 00:56:07,480 And we did that multiple times. 1199 00:56:07,480 --> 00:56:09,840 And it really worked out for us. 1200 00:56:09,840 --> 00:56:12,860 Something else we did well was prioritize. 1201 00:56:12,860 --> 00:56:15,120 Because we had a team of nine people, 1202 00:56:15,120 --> 00:56:18,570 we really had-- availability was kind of all over the place. 1203 00:56:18,570 --> 00:56:20,530 And even when we had group meetings, 1204 00:56:20,530 --> 00:56:23,570 you could only really expect like six people to show up. 1205 00:56:23,570 --> 00:56:25,820 You were guaranteed that at least three people weren't 1206 00:56:25,820 --> 00:56:27,010 going to be there. 1207 00:56:27,010 --> 00:56:29,360 Even if you did a doodle, which we did. 1208 00:56:29,360 --> 00:56:32,660 So what we prioritized was based on group-- 1209 00:56:32,660 --> 00:56:35,020 we had groups of people with different responsibilities. 1210 00:56:35,020 --> 00:56:39,026 But if there was a bug, we said, OK, who is available right now? 1211 00:56:39,026 --> 00:56:40,150 What are you're working on? 1212 00:56:40,150 --> 00:56:41,380 Is this more of a priority? 1213 00:56:41,380 --> 00:56:42,770 Can you do this now? 1214 00:56:42,770 --> 00:56:44,920 And that process worked for us. 1215 00:56:44,920 --> 00:56:47,340 We got bug after bug fixed that way when 1216 00:56:47,340 --> 00:56:48,809 we weren't in a group meeting. 1217 00:56:48,809 --> 00:56:50,350 And when we got to the group meeting, 1218 00:56:50,350 --> 00:56:52,910 people generally had a sense of what was going on, 1219 00:56:52,910 --> 00:56:54,670 because we were doing this process of they 1220 00:56:54,670 --> 00:56:57,080 kind of had maybe worked on something for a little bit 1221 00:56:57,080 --> 00:56:59,370 based on it being a priority. 1222 00:56:59,370 --> 00:57:01,730 So now, let's get to the actual game. 1223 00:57:01,730 --> 00:57:06,905 So the game has a start screen within an instruction screen, 1224 00:57:06,905 --> 00:57:08,790 which is kind of the sublayer. 1225 00:57:08,790 --> 00:57:11,610 The main game, which has the day scene and then 1226 00:57:11,610 --> 00:57:14,260 a newspaper scene at the night, and I'll show you all these. 1227 00:57:14,260 --> 00:57:16,110 And then the end screen. 1228 00:57:16,110 --> 00:57:18,800 So originally, this was what our start screen looked at 1229 00:57:18,800 --> 00:57:20,160 that we play tested. 1230 00:57:20,160 --> 00:57:22,260 And it was beautiful, as you can see up there. 1231 00:57:22,260 --> 00:57:24,350 No need for changes, right? 1232 00:57:24,350 --> 00:57:26,170 So we actually did change it. 1233 00:57:26,170 --> 00:57:28,460 And so now, it's the same background 1234 00:57:28,460 --> 00:57:30,050 as a game for Cohesion. 1235 00:57:30,050 --> 00:57:31,550 You have your play, but you can also 1236 00:57:31,550 --> 00:57:34,091 use the instructions, which are pretty useful if you've never 1237 00:57:34,091 --> 00:57:36,020 played before. 1238 00:57:36,020 --> 00:57:38,590 And then that takes you to our main game. 1239 00:57:38,590 --> 00:57:40,280 Our main game originally, you saw that 1240 00:57:40,280 --> 00:57:41,760 on the first focus test. 1241 00:57:41,760 --> 00:57:44,820 I think this is pretty similar to our second focus test. 1242 00:57:44,820 --> 00:57:48,720 You see we had a progression with the main game. 1243 00:57:48,720 --> 00:57:50,610 It took a lot of iteration. 1244 00:57:50,610 --> 00:57:52,600 And something originally we didn't have, 1245 00:57:52,600 --> 00:57:54,260 I said, was there was no indication 1246 00:57:54,260 --> 00:57:57,690 of when somebody was getting sick or their characteristics. 1247 00:57:57,690 --> 00:57:59,070 It was a lot of issues. 1248 00:57:59,070 --> 00:58:01,620 So we made some progress. 1249 00:58:01,620 --> 00:58:04,546 We added the indicator that say, I'm about to faint. 1250 00:58:04,546 --> 00:58:06,170 You should probably try to help me now, 1251 00:58:06,170 --> 00:58:09,160 which is that little explanation part on part of their head. 1252 00:58:09,160 --> 00:58:11,457 And then finally, we redid pretty much 1253 00:58:11,457 --> 00:58:12,290 all of the graphics. 1254 00:58:12,290 --> 00:58:13,206 And that took a while. 1255 00:58:13,206 --> 00:58:16,000 So we were in the process of redoing them at this point. 1256 00:58:16,000 --> 00:58:18,240 And now, the game looks like this. 1257 00:58:18,240 --> 00:58:19,920 So it's much more cohesive. 1258 00:58:19,920 --> 00:58:21,230 All the art fits together. 1259 00:58:21,230 --> 00:58:23,355 The people are really visually caricatures 1260 00:58:23,355 --> 00:58:26,140 of the different types of people you need to help. 1261 00:58:26,140 --> 00:58:28,600 Elderly people, homeless people, drunk people 1262 00:58:28,600 --> 00:58:30,422 are all really vulnerable to heat waves. 1263 00:58:30,422 --> 00:58:32,630 And then there's some characters that actually aren't 1264 00:58:32,630 --> 00:58:34,190 on this screen right here but that 1265 00:58:34,190 --> 00:58:37,420 aren't as vulnerable, like normal, like adults aren't 1266 00:58:37,420 --> 00:58:38,320 as vulnerable. 1267 00:58:38,320 --> 00:58:41,761 And athletes aren't as vulnerable. 1268 00:58:41,761 --> 00:58:44,010 So at the end of each day, when you play this through, 1269 00:58:44,010 --> 00:58:45,780 and you've helped your people, and you've given them 1270 00:58:45,780 --> 00:58:47,270 water or set up coolers or whatever 1271 00:58:47,270 --> 00:58:50,466 you wanted to do for the day, you get to a newspaper scene. 1272 00:58:50,466 --> 00:58:52,090 And the original newspaper scene looked 1273 00:58:52,090 --> 00:58:53,930 like this, a lot of text. 1274 00:58:53,930 --> 00:58:56,450 It doesn't really help you with much. 1275 00:58:56,450 --> 00:58:57,920 No one really cared much about it 1276 00:58:57,920 --> 00:58:59,770 in the first iterations of the game, 1277 00:58:59,770 --> 00:59:02,210 because the long-term objects hadn't been adding yet. 1278 00:59:02,210 --> 00:59:04,470 So it's just the umbrellas and the water coolers. 1279 00:59:04,470 --> 00:59:06,890 And so we changed it to look like this. 1280 00:59:06,890 --> 00:59:10,710 It's the same information, just a little better organized. 1281 00:59:10,710 --> 00:59:12,950 And the other thing that we added in the main game, 1282 00:59:12,950 --> 00:59:14,490 we added those buttons that says, 1283 00:59:14,490 --> 00:59:16,574 you can set up a water cooler or an umbrella. 1284 00:59:16,574 --> 00:59:17,740 And that takes your time up. 1285 00:59:17,740 --> 00:59:20,100 So if it's cool outside, maybe you do that. 1286 00:59:20,100 --> 00:59:23,500 But if it's like 110 degrees in Fahrenheit, then 1287 00:59:23,500 --> 00:59:26,140 maybe you should focus on helping people not faint. 1288 00:59:26,140 --> 00:59:28,280 So we had that. 1289 00:59:28,280 --> 00:59:30,785 And then say you finish, 20 people faint 1290 00:59:30,785 --> 00:59:33,700 or whatever-- I think it's 20 people faint-- 1291 00:59:33,700 --> 00:59:35,100 and you get to the end screen. 1292 00:59:35,100 --> 00:59:39,200 And our original game, we had no end screen. 1293 00:59:39,200 --> 00:59:41,720 And the reason for that was, I told you we really 1294 00:59:41,720 --> 00:59:43,410 focused on education not fun. 1295 00:59:43,410 --> 00:59:46,180 And we just didn't think, part of the fun of a game 1296 00:59:46,180 --> 00:59:48,640 is seeing how long you survive. 1297 00:59:48,640 --> 00:59:50,500 But we just weren't thinking about that. 1298 00:59:50,500 --> 00:59:52,630 So we really reevaluated that. 1299 00:59:52,630 --> 00:59:55,250 And we said, OK, we definitely need an end screen. 1300 00:59:55,250 --> 00:59:57,520 And we have it looking like this. 1301 00:59:57,520 --> 00:59:59,660 So it tells you how long you lasted. 1302 00:59:59,660 --> 01:00:01,860 And then you can see the credits for what 1303 01:00:01,860 --> 01:00:03,040 was involved in the game. 1304 01:00:03,040 --> 01:00:04,360 And you can play it again. 1305 01:00:04,360 --> 01:00:08,152 So there's more feedback for the user of how they did. 1306 01:00:08,152 --> 01:00:10,560 And if we were going to do this project again, 1307 01:00:10,560 --> 01:00:14,280 there's two things I think we'd do majorly differently. 1308 01:00:14,280 --> 01:00:17,250 And the first is talking about heat waves. 1309 01:00:17,250 --> 01:00:20,540 Our group thought heat waves were going to be really cool. 1310 01:00:20,540 --> 01:00:23,100 We were like, oh, people are fainting everywhere, 1311 01:00:23,100 --> 01:00:26,497 and it's getting hot, and we have to do something. 1312 01:00:26,497 --> 01:00:28,330 And then you start reading about heat waves. 1313 01:00:28,330 --> 01:00:30,550 And basically, it gets hot. 1314 01:00:30,550 --> 01:00:33,140 You tell people to go inside or drink water. 1315 01:00:33,140 --> 01:00:34,800 And that's about it. 1316 01:00:34,800 --> 01:00:36,970 That's all a heat wave is. 1317 01:00:36,970 --> 01:00:40,650 And so what we'd do differently is really the passion aspect. 1318 01:00:40,650 --> 01:00:42,790 If we're going to do a game about heat waves, 1319 01:00:42,790 --> 01:00:45,570 we depended kind of on our passion coming 1320 01:00:45,570 --> 01:00:47,702 from the thinking heat waves were cool. 1321 01:00:47,702 --> 01:00:49,160 I think we should have focused more 1322 01:00:49,160 --> 01:00:52,957 on having passion for the game and then incorporating 1323 01:00:52,957 --> 01:00:55,290 the-- well, also having the game build around heat waves 1324 01:00:55,290 --> 01:00:58,220 but really having a more exciting game that we 1325 01:00:58,220 --> 01:01:01,440 could somehow also get that educational aspect in. 1326 01:01:01,440 --> 01:01:04,000 What wed also do differently is accountability. 1327 01:01:04,000 --> 01:01:05,560 I said we had nine people. 1328 01:01:05,560 --> 01:01:08,590 Sometimes, people disappear when you have that many people. 1329 01:01:08,590 --> 01:01:10,930 And keeping dibs on everything, especially when you 1330 01:01:10,930 --> 01:01:13,960 have separate email threads, can be a little confusing. 1331 01:01:13,960 --> 01:01:16,269 So maybe look into some of the tools 1332 01:01:16,269 --> 01:01:18,810 that the other teams mentioned, where you have multiple group 1333 01:01:18,810 --> 01:01:20,130 chats and you can see them all. 1334 01:01:20,130 --> 01:01:23,050 That looks really interesting. 1335 01:01:23,050 --> 01:01:25,880 Future features, more long-term options. 1336 01:01:25,880 --> 01:01:28,520 I think that's one of the things in our game 1337 01:01:28,520 --> 01:01:31,760 that really helps with the planning aspect is OK, 1338 01:01:31,760 --> 01:01:34,220 do I want to be doing this, like helping somebody now? 1339 01:01:34,220 --> 01:01:36,730 Or do I wanting to be installing an object now? 1340 01:01:36,730 --> 01:01:39,570 And really, our game kind of depends 1341 01:01:39,570 --> 01:01:42,430 on that balance of choosing who to help and then 1342 01:01:42,430 --> 01:01:43,580 also what to do. 1343 01:01:43,580 --> 01:01:45,010 Am I helping or not? 1344 01:01:45,010 --> 01:01:46,440 So more long term options. 1345 01:01:46,440 --> 01:01:48,694 And then something we originally conceived 1346 01:01:48,694 --> 01:01:50,110 was to have multiple environments. 1347 01:01:50,110 --> 01:01:51,910 And we didn't have time to implement this. 1348 01:01:51,910 --> 01:01:53,100 But in different environments, you 1349 01:01:53,100 --> 01:01:54,290 do slightly different things. 1350 01:01:54,290 --> 01:01:55,660 Like if you're in an office, you might 1351 01:01:55,660 --> 01:01:57,993 want to install an AC unit, which is different than what 1352 01:01:57,993 --> 01:02:00,220 you'd do outside. 1353 01:02:00,220 --> 01:02:02,340 So really look into multiple environments. 1354 01:02:02,340 --> 01:02:04,570 Different countries have different environments, 1355 01:02:04,570 --> 01:02:07,179 might have slightly different strategies for what to do. 1356 01:02:07,179 --> 01:02:08,970 And we really would like to look into that. 1357 01:02:08,970 --> 01:02:13,217 So before we play the game, do you guys have any questions? 1358 01:02:16,140 --> 01:02:20,665 In that case, I'd like a user tester. 1359 01:02:20,665 --> 01:02:24,018 AUDIENCE: So someone who hasn't played the game before, 1360 01:02:24,018 --> 01:02:26,392 again one of our guests. 1361 01:02:26,392 --> 01:02:26,892 Alex? 1362 01:02:26,892 --> 01:02:27,850 AUDIENCE: Sure. 1363 01:02:27,850 --> 01:02:30,880 AUDIENCE: Thank you. 1364 01:02:30,880 --> 01:02:33,120 MIRIAM: It's not showing up there. 1365 01:02:33,120 --> 01:02:36,240 Give me a second. 1366 01:02:36,240 --> 01:02:39,047 Display. 1367 01:02:39,047 --> 01:02:40,755 You're going to have to give me a minute. 1368 01:02:40,755 --> 01:02:41,770 I didn't realize it wouldn't show up. 1369 01:02:41,770 --> 01:02:43,520 AUDIENCE: Make sure that's not plugged in. 1370 01:02:43,520 --> 01:02:44,320 MIRIAM: Yes. 1371 01:02:44,320 --> 01:02:45,695 I [INAUDIBLE] have it plugged in. 1372 01:02:48,750 --> 01:02:51,770 How do I mirror the screens? 1373 01:02:51,770 --> 01:02:54,577 Sorry, it just-- otherwise, he's going 1374 01:02:54,577 --> 01:02:55,660 to have to stare up there. 1375 01:02:59,500 --> 01:03:01,900 Oh, thank you. 1376 01:03:01,900 --> 01:03:03,340 Don't look at my emails. 1377 01:03:03,340 --> 01:03:04,760 There's so many of them. 1378 01:03:04,760 --> 01:03:05,260 OK, yeah. 1379 01:03:05,260 --> 01:03:06,194 AUDIENCE: Are we good? 1380 01:03:06,194 --> 01:03:07,194 MIRIAM: Yeah, go for it. 1381 01:03:07,194 --> 01:03:08,142 My sound is on silent. 1382 01:03:10,960 --> 01:03:11,460 There. 1383 01:03:11,460 --> 01:03:14,310 AUDIENCE: All right? 1384 01:03:14,310 --> 01:03:16,698 Let's see, solo, go [? to tech ?] the instructions 1385 01:03:16,698 --> 01:03:18,135 so thanks for [INAUDIBLE]. 1386 01:03:23,404 --> 01:03:25,425 All right. 1387 01:03:25,425 --> 01:03:26,966 Let me read through the instructions. 1388 01:03:26,966 --> 01:03:29,382 It's going to offer homeless people water, tell old people 1389 01:03:29,382 --> 01:03:33,140 to go inside, install umbrellas, or many other options. 1390 01:03:33,140 --> 01:03:36,870 OK, so pause, click on Pause button. 1391 01:03:36,870 --> 01:03:38,630 OK. 1392 01:03:38,630 --> 01:03:41,945 [INAUDIBLE] whoop. 1393 01:03:41,945 --> 01:03:43,384 MIRIAM: Sorry, what just happened? 1394 01:03:43,384 --> 01:03:45,175 AUDIENCE: I may have clicked that actually. 1395 01:03:45,175 --> 01:03:46,970 MIRIAM: Oh, did you start the game? 1396 01:03:46,970 --> 01:03:48,220 Here, we'll just quit. 1397 01:03:48,220 --> 01:03:50,910 No worries. 1398 01:03:50,910 --> 01:03:51,410 Great. 1399 01:03:51,410 --> 01:03:52,790 AUDIENCE: OK, thanks. 1400 01:03:55,580 --> 01:03:58,626 OK, I think we're ready now. 1401 01:03:58,626 --> 01:03:59,126 Let's play. 1402 01:04:02,479 --> 01:04:03,916 I'm going for the umbrellas. 1403 01:04:07,270 --> 01:04:08,648 OK. 1404 01:04:08,648 --> 01:04:09,148 Yeah. 1405 01:04:18,340 --> 01:04:18,840 All right. 1406 01:04:42,224 --> 01:04:43,240 Wow, that's nice. 1407 01:04:43,240 --> 01:04:45,650 Does it get darker as it goes through? 1408 01:04:45,650 --> 01:04:46,150 Cool. 1409 01:04:55,970 --> 01:04:56,823 Whoop, uh-oh. 1410 01:04:59,475 --> 01:04:59,975 Wake up. 1411 01:05:06,880 --> 01:05:07,880 Hey, OK. 1412 01:05:10,590 --> 01:05:11,800 Should I do it around here? 1413 01:05:11,800 --> 01:05:12,790 MIRIAM: Yeah, sorry. 1414 01:05:12,790 --> 01:05:13,780 Go through again. 1415 01:05:13,780 --> 01:05:14,770 Try talking to someone. 1416 01:05:14,770 --> 01:05:15,760 AUDIENCE: All right. 1417 01:05:19,720 --> 01:05:20,390 Is it-- 1418 01:05:20,390 --> 01:05:22,482 MIRIAM: No, it's something long. 1419 01:05:22,482 --> 01:05:23,670 AUDIENCE: Oh, OK. 1420 01:05:23,670 --> 01:05:24,668 No worries. 1421 01:05:36,644 --> 01:05:38,141 MIRIAM: All right, that's good. 1422 01:05:38,141 --> 01:05:40,883 Thank you. 1423 01:05:40,883 --> 01:05:42,632 AUDIENCE: Maybe, just start the game over. 1424 01:05:42,632 --> 01:05:44,935 MIRIAM: Yeah, should I just-- yeah. 1425 01:05:49,920 --> 01:05:51,391 It was working. 1426 01:05:51,391 --> 01:05:53,044 OK, let me refresh the page. 1427 01:06:01,740 --> 01:06:02,240 There. 1428 01:06:02,240 --> 01:06:03,365 AUDIENCE: Oh, there you go. 1429 01:06:03,365 --> 01:06:05,530 MIRIAM: I don't know what happened. 1430 01:06:05,530 --> 01:06:06,970 Sorry about that. 1431 01:06:06,970 --> 01:06:07,930 AUDIENCE: No worries. 1432 01:06:13,210 --> 01:06:15,290 Oh, I see, you can give them options to do. 1433 01:06:15,290 --> 01:06:17,680 Oh, OK, that changes it just a little, yeah. 1434 01:06:17,680 --> 01:06:20,155 MIRIAM: Kind of important, just a little. 1435 01:06:20,155 --> 01:06:21,145 AUDIENCE: All right. 1436 01:06:47,380 --> 01:06:48,375 Oh, OK. 1437 01:06:55,100 --> 01:06:58,085 Let's see, I'll talk to her. 1438 01:06:58,085 --> 01:06:58,585 Uh-oh. 1439 01:07:04,520 --> 01:07:05,020 Oh no. 1440 01:07:12,408 --> 01:07:14,449 AUDIENCE: I actually caught the rest of the game. 1441 01:07:18,393 --> 01:07:19,379 AUDIENCE: Thank you. 1442 01:07:23,330 --> 01:07:25,113 Any last questions for the group? 1443 01:07:30,885 --> 01:07:34,252 AUDIENCE: I liked the bird sounds 1444 01:07:34,252 --> 01:07:36,492 and also the fire sounds. 1445 01:07:36,492 --> 01:07:39,510 Are there other sound effects? 1446 01:07:39,510 --> 01:07:41,370 MIRIAM: So we had music. 1447 01:07:41,370 --> 01:07:44,660 But it was really hard to find good music for a heat wave, 1448 01:07:44,660 --> 01:07:47,610 because you think it sounds hot and you don't really 1449 01:07:47,610 --> 01:07:48,700 think of anything. 1450 01:07:48,700 --> 01:07:53,690 So we had this very eerie music, which didn't really fit either. 1451 01:07:53,690 --> 01:07:55,190 So we went for the minimalistic bird 1452 01:07:55,190 --> 01:07:57,190 sounds, because we thought it was the only thing 1453 01:07:57,190 --> 01:07:58,331 that kind of fit. 1454 01:08:01,490 --> 01:08:03,050 Is there any other sounds? 1455 01:08:03,050 --> 01:08:03,667 No. 1456 01:08:03,667 --> 01:08:04,750 Yeah, we had other sounds. 1457 01:08:04,750 --> 01:08:06,255 Just they sounded wrong. 1458 01:08:06,255 --> 01:08:08,380 We had fire sounds, like in the background and that 1459 01:08:08,380 --> 01:08:09,860 made the whole thing sound really 1460 01:08:09,860 --> 01:08:14,316 dangerous and terrifying, which is not what we want to portray. 1461 01:08:14,316 --> 01:08:16,649 We want to portray that you can do something and prevent 1462 01:08:16,649 --> 01:08:19,000 anything bad from happening. 1463 01:08:19,000 --> 01:08:20,273 And any other questions? 1464 01:08:20,273 --> 01:08:20,773 Yes. 1465 01:08:20,773 --> 01:08:23,149 AUDIENCE: So a lot of things have changed in your game 1466 01:08:23,149 --> 01:08:25,402 since Monday. 1467 01:08:25,402 --> 01:08:28,720 A lot has changed since Monday. 1468 01:08:28,720 --> 01:08:30,325 How did you manage the process? 1469 01:08:30,325 --> 01:08:32,370 MIRIAM: So we actually, we were going 1470 01:08:32,370 --> 01:08:33,729 to have a meeting before Monday. 1471 01:08:33,729 --> 01:08:35,770 But really, our schedules didn't work out. 1472 01:08:35,770 --> 01:08:38,100 So we actually had, I told you, group meetings. 1473 01:08:38,100 --> 01:08:39,680 That's where we got everything done. 1474 01:08:39,680 --> 01:08:43,189 We had like a three, four-hour group meeting on Monday night, 1475 01:08:43,189 --> 01:08:44,859 which we were planning to have. 1476 01:08:44,859 --> 01:08:48,450 And while there was like a couple core things 1477 01:08:48,450 --> 01:08:52,180 that we wanted to fix, just like small like bugs 1478 01:08:52,180 --> 01:08:53,810 that we were working on, and also 1479 01:08:53,810 --> 01:08:56,410 while some people were doing that, we're just like, 1480 01:08:56,410 --> 01:08:59,410 well, we have other people who aren't doing anything 1481 01:08:59,410 --> 01:09:01,700 and can't really help with what's the major thing, 1482 01:09:01,700 --> 01:09:03,850 so why don't we just like add other features, 1483 01:09:03,850 --> 01:09:05,390 like it getting light and dark. 1484 01:09:05,390 --> 01:09:07,490 Because that's something we really had considered 1485 01:09:07,490 --> 01:09:08,890 and we hadn't had time for. 1486 01:09:08,890 --> 01:09:12,359 But in that group meeting, where somebody had time, 1487 01:09:12,359 --> 01:09:14,580 we were able to add that. 1488 01:09:14,580 --> 01:09:17,899 And it looks good. 1489 01:09:17,899 --> 01:09:19,229 AUDIENCE: How did you test it? 1490 01:09:19,229 --> 01:09:20,541 Like, did you-- 1491 01:09:20,541 --> 01:09:22,040 MIRIAM: Oh, so we've been running it 1492 01:09:22,040 --> 01:09:25,700 like nonstop all of yesterday and today. 1493 01:09:25,700 --> 01:09:27,130 But then it broke. 1494 01:09:27,130 --> 01:09:29,540 AUDIENCE: Yep, definitely, it happens. 1495 01:09:29,540 --> 01:09:31,265 MIRIAM: Yeah. 1496 01:09:31,265 --> 01:09:33,740 AUDIENCE: You also went from a screen that 1497 01:09:33,740 --> 01:09:35,729 had pretty small characters on it 1498 01:09:35,729 --> 01:09:38,359 to a screen where the characters were about 1499 01:09:38,359 --> 01:09:39,770 3/4 the size of the screen. 1500 01:09:39,770 --> 01:09:41,330 How did that decision come about? 1501 01:09:41,330 --> 01:09:42,939 MIRIAM: So we had our drawings. 1502 01:09:42,939 --> 01:09:45,212 And when I told you we focused tested, 1503 01:09:45,212 --> 01:09:47,420 then we had like a big picture of them on the screen. 1504 01:09:47,420 --> 01:09:48,319 People loved it. 1505 01:09:48,319 --> 01:09:50,654 But when we actually put them onto the old screen, 1506 01:09:50,654 --> 01:09:52,279 they were really small and you couldn't 1507 01:09:52,279 --> 01:09:53,880 see their characteristics. 1508 01:09:53,880 --> 01:09:56,820 And we said it's better to have people overlapping more often 1509 01:09:56,820 --> 01:09:59,120 but actually being able to see their characteristics. 1510 01:09:59,120 --> 01:10:00,536 Because the caricatures are really 1511 01:10:00,536 --> 01:10:01,910 where the learning comes in. 1512 01:10:01,910 --> 01:10:04,970 Like, if you didn't notice, the people who fainted 1513 01:10:04,970 --> 01:10:10,030 were, I think, the drunk people and an old person. 1514 01:10:10,030 --> 01:10:11,520 So you start to notice as you play 1515 01:10:11,520 --> 01:10:13,600 the game, OK, homeless people faint 1516 01:10:13,600 --> 01:10:16,080 really fast if you don't give them water. 1517 01:10:16,080 --> 01:10:17,600 And that's just like a fact. 1518 01:10:17,600 --> 01:10:19,090 People who are homeless typically 1519 01:10:19,090 --> 01:10:20,330 don't have enough fluids in them. 1520 01:10:20,330 --> 01:10:21,621 And they're also outside a lot. 1521 01:10:21,621 --> 01:10:23,280 So it's really hot. 1522 01:10:23,280 --> 01:10:24,564 So that's relearning comes in. 1523 01:10:24,564 --> 01:10:25,980 So we wanted to make those bigger. 1524 01:10:25,980 --> 01:10:27,950 And to make them bigger, we thought, OK, we'll 1525 01:10:27,950 --> 01:10:32,210 just put in like a simpler one-lane background. 1526 01:10:32,210 --> 01:10:33,660 So that's where that came from. 1527 01:10:33,660 --> 01:10:36,190 We were planning on doing that before yesterday, I 1528 01:10:36,190 --> 01:10:38,580 mean before Monday. 1529 01:10:38,580 --> 01:10:40,977 But we just didn't have the assets in yet. 1530 01:10:40,977 --> 01:10:43,560 So like a lot of things changed that were already in the works 1531 01:10:43,560 --> 01:10:46,530 since you last saw it. 1532 01:10:46,530 --> 01:10:47,440 Cool. 1533 01:10:47,440 --> 01:10:48,616 Any other questions? 1534 01:10:51,109 --> 01:10:52,108 Well, thank you so much. 1535 01:10:54,976 --> 01:10:58,190 LAUREN: All right, so we're Cholera Control. 1536 01:10:58,190 --> 01:11:00,560 And we're going to talk a little bit about our game 1537 01:11:00,560 --> 01:11:02,050 and the making of it. 1538 01:11:02,050 --> 01:11:06,320 So firstly, Cholera Control is a game we made for the Red Cross. 1539 01:11:06,320 --> 01:11:10,402 Our client was Pablo Sanchez, as a few others have mentioned. 1540 01:11:10,402 --> 01:11:12,860 And the point that we wanted to get across with our cholera 1541 01:11:12,860 --> 01:11:16,830 game is that it is an easily preventable disease, if you 1542 01:11:16,830 --> 01:11:18,270 just like wash your hands. 1543 01:11:18,270 --> 01:11:20,090 It's really not that hard. 1544 01:11:20,090 --> 01:11:21,690 But people just don't seem to do it, 1545 01:11:21,690 --> 01:11:24,480 because there's a lot of factors going on in their life 1546 01:11:24,480 --> 01:11:25,760 and they sort of just forget. 1547 01:11:25,760 --> 01:11:28,720 But it's really easy to do, if you just wash your hands. 1548 01:11:28,720 --> 01:11:33,042 So we want to just do a quick demo of the game. 1549 01:11:33,042 --> 01:11:35,670 Where is-- OK. 1550 01:11:35,670 --> 01:11:39,367 So if someone would like to come down and play our game. 1551 01:11:39,367 --> 01:11:40,321 AUDIENCE: OK. 1552 01:11:40,321 --> 01:11:41,280 LAUREN: Cool. 1553 01:11:41,280 --> 01:11:44,388 AUDIENCE: Cholera is fun. 1554 01:11:44,388 --> 01:11:46,554 AUDIENCE: Not supposed to show up on our home video, 1555 01:11:46,554 --> 01:11:47,216 so that's OK. 1556 01:11:47,216 --> 01:11:48,208 AUDIENCE: Are you hot? 1557 01:11:48,208 --> 01:11:49,499 AUDIENCE: No, I'm just kidding. 1558 01:11:49,499 --> 01:11:51,184 I don't know. 1559 01:11:51,184 --> 01:11:52,672 AUDIENCE: We'll find out. 1560 01:11:52,672 --> 01:11:54,656 Don't have any policy for that. 1561 01:11:54,656 --> 01:11:56,640 AUDIENCE: OK. 1562 01:11:56,640 --> 01:11:57,632 Play a game. 1563 01:12:08,048 --> 01:12:09,536 LAUREN: Can you guys read that? 1564 01:12:09,536 --> 01:12:10,528 AUDIENCE: Yep. 1565 01:12:10,528 --> 01:12:12,512 LAUREN: Can anyone in the back not read it? 1566 01:12:12,512 --> 01:12:13,054 Because, it-- 1567 01:12:13,054 --> 01:12:14,636 STUDENT: It says cholera is spreading. 1568 01:12:14,636 --> 01:12:16,976 You got to control it and watch out for outbreaks. 1569 01:12:16,976 --> 01:12:31,620 AUDIENCE: OK, I'll just-- Oh, OK. 1570 01:12:31,620 --> 01:12:33,090 I have $1,400? 1571 01:12:33,090 --> 01:12:34,866 LAUREN: So as you can see, the game 1572 01:12:34,866 --> 01:12:36,560 is kind of a strategy game. 1573 01:12:36,560 --> 01:12:40,020 Right now, there's only one locality to deal with. 1574 01:12:40,020 --> 01:12:42,729 We sort of didn't want to throw too much at the player 1575 01:12:42,729 --> 01:12:43,645 at the very beginning. 1576 01:12:43,645 --> 01:12:46,795 So you can kind of-- also, the game is paused, 1577 01:12:46,795 --> 01:12:48,780 so it's going to open in that corner there. 1578 01:12:48,780 --> 01:12:51,355 And so you can have time to sort of just read, 1579 01:12:51,355 --> 01:12:53,000 make sure you know what's going on, 1580 01:12:53,000 --> 01:12:55,824 what all those different things do. 1581 01:12:55,824 --> 01:12:56,990 Then you go back to the map. 1582 01:12:56,990 --> 01:12:58,376 And time keeps elapsing. 1583 01:13:01,610 --> 01:13:06,850 And so over time, more localities appear, up to four. 1584 01:13:06,850 --> 01:13:08,997 So right now, you just get the second one. 1585 01:13:08,997 --> 01:13:10,830 They are on different branches of the river. 1586 01:13:10,830 --> 01:13:13,204 So they're not going to really hurt each other right now, 1587 01:13:13,204 --> 01:13:16,286 still relatively easy. 1588 01:13:16,286 --> 01:13:18,094 STUDENT: We go cheap. 1589 01:13:18,094 --> 01:13:19,012 LAUREN: Hopefully. 1590 01:13:19,012 --> 01:13:20,970 I don't want to offend anyone, if they're like, 1591 01:13:20,970 --> 01:13:24,302 this is really hard. 1592 01:13:24,302 --> 01:13:25,802 AUDIENCE: So the average [INAUDIBLE] 1593 01:13:25,802 --> 01:13:33,212 that the infection is still growing, more so. 1594 01:13:35,989 --> 01:13:37,780 LAUREN: So one of the things you could see, 1595 01:13:37,780 --> 01:13:40,190 if he goes back to the map, is all the bars 1596 01:13:40,190 --> 01:13:43,972 above the villages, green is the healthy and red is infected. 1597 01:13:43,972 --> 01:13:45,430 And there's an arrow, which I think 1598 01:13:45,430 --> 01:13:50,890 is a-- you can see it pretty well on there-- the arrow, 1599 01:13:50,890 --> 01:13:53,820 if it's pointing that way, that means that the amount of green 1600 01:13:53,820 --> 01:13:54,390 is growing. 1601 01:13:54,390 --> 01:13:55,740 So there's more people getting healed. 1602 01:13:55,740 --> 01:13:57,739 If it's pointing the other way, then more people 1603 01:13:57,739 --> 01:13:59,440 are getting infected, which is bad. 1604 01:13:59,440 --> 01:14:02,160 So if you see your arrow switch directions, 1605 01:14:02,160 --> 01:14:04,000 you usually want to get on that really 1606 01:14:04,000 --> 01:14:08,500 quickly and make sure that nobody dies-- well, no, nobody 1607 01:14:08,500 --> 01:14:09,100 gets infected. 1608 01:14:09,100 --> 01:14:12,099 Nobody dies in this game. 1609 01:14:12,099 --> 01:14:13,390 We didn't want to be too harsh. 1610 01:14:13,390 --> 01:14:15,362 AUDIENCE: Are the products accumulated? 1611 01:14:15,362 --> 01:14:16,201 So my like-- 1612 01:14:16,201 --> 01:14:18,200 STUDENT: Yes, yeah, so if you buy more than one, 1613 01:14:18,200 --> 01:14:18,991 they work together. 1614 01:14:18,991 --> 01:14:19,910 AUDIENCE: OK. 1615 01:14:28,560 --> 01:14:31,834 Ew, boiling water. 1616 01:14:31,834 --> 01:14:34,140 STUDENT: So boiling water is special, 1617 01:14:34,140 --> 01:14:36,590 because it helps downstream villages. 1618 01:14:36,590 --> 01:14:39,120 AUDIENCE: I clicked that. 1619 01:14:39,120 --> 01:14:40,440 STUDENT: That doesn't help. 1620 01:14:40,440 --> 01:14:41,432 AUDIENCE: I know. 1621 01:14:44,910 --> 01:14:45,920 Is my budget growing? 1622 01:14:45,920 --> 01:14:46,520 STUDENT: Yes. 1623 01:14:46,520 --> 01:14:48,792 AUDIENCE: OK, oh great. 1624 01:14:48,792 --> 01:14:50,250 Oh, crap, I didn't mean to do that. 1625 01:14:50,250 --> 01:14:51,520 STUDENT: You can undo. 1626 01:14:51,520 --> 01:14:52,362 AUDIENCE: Oh, I can? 1627 01:14:52,362 --> 01:14:53,820 STUDENT: Yeah, well, now you can't. 1628 01:14:53,820 --> 01:14:54,827 AUDIENCE: Now, I can't. 1629 01:14:54,827 --> 01:14:56,910 STUDENT: That one's going to-- you're [INAUDIBLE]. 1630 01:14:56,910 --> 01:14:59,670 AUDIENCE: OK, I need to buy them boiling water, and that's it. 1631 01:14:59,670 --> 01:15:00,544 STUDENT: You're done. 1632 01:15:02,862 --> 01:15:03,816 AUDIENCE: OK. 1633 01:15:03,816 --> 01:15:04,816 LAUREN: Well, thank you. 1634 01:15:04,816 --> 01:15:05,724 STUDENT: Yep, thanks. 1635 01:15:10,020 --> 01:15:13,920 Yeah, so if you manage to survive longer-- no offense-- 1636 01:15:13,920 --> 01:15:16,470 you get to-- up to four villages pop up, 1637 01:15:16,470 --> 01:15:17,920 or four localities pops up. 1638 01:15:17,920 --> 01:15:20,090 And then it gets really hard. 1639 01:15:20,090 --> 01:15:20,590 Cool. 1640 01:15:25,730 --> 01:15:28,730 Cool, so first, we're going to talk about what went right, 1641 01:15:28,730 --> 01:15:31,160 both from the creation of the game 1642 01:15:31,160 --> 01:15:33,982 and working as a team sort of perspective. 1643 01:15:33,982 --> 01:15:37,030 LAUREN: So firstly, I'll go over the iteration 1644 01:15:37,030 --> 01:15:38,530 was a lot better on this project. 1645 01:15:38,530 --> 01:15:41,320 In this class, we had a total of four projects. 1646 01:15:41,320 --> 01:15:44,304 The first three were each over-- like, 1647 01:15:44,304 --> 01:15:45,470 the first one was two weeks. 1648 01:15:45,470 --> 01:15:46,460 Second one was two weeks. 1649 01:15:46,460 --> 01:15:46,860 Third one was two weeks. 1650 01:15:46,860 --> 01:15:48,427 And then this one was eight weeks. 1651 01:15:48,427 --> 01:15:50,260 So this time, we had a lot more time to sort 1652 01:15:50,260 --> 01:15:54,460 of decide what we wanted to do, what we should try out, 1653 01:15:54,460 --> 01:15:57,740 and get to sort of test each and every single one of the ideas 1654 01:15:57,740 --> 01:16:00,740 that we had, rather than just focusing 1655 01:16:00,740 --> 01:16:03,890 on one idea of having to do it, because you only had two weeks. 1656 01:16:03,890 --> 01:16:06,799 The other thing is that after three projects, 1657 01:16:06,799 --> 01:16:09,340 we finally figured out how to do design meetings really well. 1658 01:16:09,340 --> 01:16:11,821 We got them down to that they were only like a half hour 1659 01:16:11,821 --> 01:16:12,320 each. 1660 01:16:12,320 --> 01:16:15,230 And when people showed up, they were really productive. 1661 01:16:15,230 --> 01:16:18,520 And so everyone figured out what they wanted to do. 1662 01:16:18,520 --> 01:16:19,970 They talked about the game. 1663 01:16:19,970 --> 01:16:21,680 It got done, and people got out of there. 1664 01:16:21,680 --> 01:16:24,380 It was very nice. 1665 01:16:24,380 --> 01:16:27,160 Another thing we did right was simplifying. 1666 01:16:27,160 --> 01:16:29,540 It was really hard to adjust scope. 1667 01:16:29,540 --> 01:16:31,067 It was easier in the other games, 1668 01:16:31,067 --> 01:16:32,900 because you realize you only have two weeks. 1669 01:16:32,900 --> 01:16:35,149 When you have eight weeks, you think you can do a lot, 1670 01:16:35,149 --> 01:16:36,336 and you really can't. 1671 01:16:36,336 --> 01:16:37,710 You think you have a lot of time, 1672 01:16:37,710 --> 01:16:41,320 but classes and applying to jobs, 1673 01:16:41,320 --> 01:16:43,490 and everything takes all of your time. 1674 01:16:43,490 --> 01:16:45,450 And so you have to really learn to, 1675 01:16:45,450 --> 01:16:47,580 OK, like, I only have so much time for this class. 1676 01:16:47,580 --> 01:16:49,580 I can only do so much on this game, 1677 01:16:49,580 --> 01:16:51,340 so I'm going to adjust the scope. 1678 01:16:51,340 --> 01:16:55,100 And it was really hard even when the client, when Pablo told us, 1679 01:16:55,100 --> 01:16:57,710 you should change what you're doing, we didn't want to. 1680 01:16:57,710 --> 01:16:59,436 We thought, no, this is a great idea. 1681 01:16:59,436 --> 01:17:00,560 This is how it should work. 1682 01:17:00,560 --> 01:17:02,490 But then when the client tells you do it 1683 01:17:02,490 --> 01:17:05,080 and all your play testers say your idea is bad, 1684 01:17:05,080 --> 01:17:08,720 you need to just give in and change. 1685 01:17:08,720 --> 01:17:10,820 And we ended up having really great results. 1686 01:17:10,820 --> 01:17:13,340 With the simpler gameplay, it's a lot more fun. 1687 01:17:13,340 --> 01:17:15,880 And the options, there are less options, 1688 01:17:15,880 --> 01:17:17,780 but they're much more meaningful. 1689 01:17:17,780 --> 01:17:19,350 As you could see, the player was sort 1690 01:17:19,350 --> 01:17:21,260 of reading through each and every option. 1691 01:17:21,260 --> 01:17:23,940 And it's because they each do something different. 1692 01:17:23,940 --> 01:17:25,900 Before, we had a lot more options. 1693 01:17:25,900 --> 01:17:27,980 But they were all sort of the same. 1694 01:17:27,980 --> 01:17:31,090 You just kind of click them, and they do something. 1695 01:17:31,090 --> 01:17:32,990 But they're all just about the same effect. 1696 01:17:32,990 --> 01:17:35,110 With this, they all have different effects. 1697 01:17:35,110 --> 01:17:36,800 So you sort of have to strategize. 1698 01:17:36,800 --> 01:17:39,100 Do I want to spend more money for this effect? 1699 01:17:39,100 --> 01:17:42,070 Or can I just use this cheaper effect over and over again 1700 01:17:42,070 --> 01:17:43,020 for the same result? 1701 01:17:45,710 --> 01:17:48,290 STUDENT: So I'm going to talk a little bit about what 1702 01:17:48,290 --> 01:17:50,583 changed from beginning to end. 1703 01:17:50,583 --> 01:17:54,920 So the UI in the beginning looks much uglier. 1704 01:17:54,920 --> 01:17:57,010 I mean, that just came with sort of refining that. 1705 01:17:57,010 --> 01:17:59,470 I want to talk a lot about sort of the design changes 1706 01:17:59,470 --> 01:18:00,490 that really changed. 1707 01:18:00,490 --> 01:18:04,300 So in our first prototype of the game, 1708 01:18:04,300 --> 01:18:07,570 you sort of click these buttons here on the right. 1709 01:18:07,570 --> 01:18:10,390 And that would give you the actions. 1710 01:18:10,390 --> 01:18:12,140 Whereas, in the final version of the game, 1711 01:18:12,140 --> 01:18:14,740 you click on the villages, and that gives you the actions. 1712 01:18:14,740 --> 01:18:16,730 And this came from something that Pablo 1713 01:18:16,730 --> 01:18:19,140 told us early on and really made a big difference, which 1714 01:18:19,140 --> 01:18:21,970 is like people that are used to playing video games get 1715 01:18:21,970 --> 01:18:25,400 this concept of click action, apply to object. 1716 01:18:25,400 --> 01:18:28,530 But we realized, both through play testing and again 1717 01:18:28,530 --> 01:18:30,340 Pablo telling us, that when you don't 1718 01:18:30,340 --> 01:18:32,840 have that sort of experience, working in a lot of videogames 1719 01:18:32,840 --> 01:18:35,269 and just having that context in your head, 1720 01:18:35,269 --> 01:18:36,560 that doesn't really make sense. 1721 01:18:36,560 --> 01:18:38,560 It makes much more sense to the people 1722 01:18:38,560 --> 01:18:42,030 that we're aiming this game for to click on the object 1723 01:18:42,030 --> 01:18:43,900 and then choose an action. 1724 01:18:43,900 --> 01:18:47,090 So like that inverting of the order of things 1725 01:18:47,090 --> 01:18:49,600 actually makes a big difference in helping 1726 01:18:49,600 --> 01:18:51,510 to understand the game and just making 1727 01:18:51,510 --> 01:18:53,980 the whole thing smoother. 1728 01:18:53,980 --> 01:18:57,190 On top of that, we sort of like really 1729 01:18:57,190 --> 01:18:59,639 refined the information that we're showing 1730 01:18:59,639 --> 01:19:00,680 when you look at the map. 1731 01:19:00,680 --> 01:19:02,471 So right now, like in the original version, 1732 01:19:02,471 --> 01:19:04,025 you look at the map and you sort of 1733 01:19:04,025 --> 01:19:06,150 don't see straight away everything you need to see. 1734 01:19:06,150 --> 01:19:07,860 You need to go to each of the villages 1735 01:19:07,860 --> 01:19:09,401 individually to know what's going on. 1736 01:19:09,401 --> 01:19:11,770 You sort of can only see where each village is, 1737 01:19:11,770 --> 01:19:15,562 or where each locality is and how much health it has. 1738 01:19:15,562 --> 01:19:18,020 Whereas in the final version, we sort of give you every you 1739 01:19:18,020 --> 01:19:18,649 need to see. 1740 01:19:18,649 --> 01:19:20,190 And it took a long time to figure out 1741 01:19:20,190 --> 01:19:21,356 how we wanted to do this UI. 1742 01:19:21,356 --> 01:19:23,350 Like, how do we show what prevention measures 1743 01:19:23,350 --> 01:19:24,190 are in place? 1744 01:19:24,190 --> 01:19:25,690 How do we show whether the infection 1745 01:19:25,690 --> 01:19:27,990 is growing or decreasing? 1746 01:19:27,990 --> 01:19:30,230 And how do we show which way the river is flowing? 1747 01:19:30,230 --> 01:19:32,880 All of these questions were really important and really led 1748 01:19:32,880 --> 01:19:35,650 into the final design. 1749 01:19:35,650 --> 01:19:38,650 Secondly, about like options, at first we 1750 01:19:38,650 --> 01:19:40,577 had lots of options, too many. 1751 01:19:40,577 --> 01:19:42,910 People did not even want to figure out what each of them 1752 01:19:42,910 --> 01:19:43,390 did. 1753 01:19:43,390 --> 01:19:45,181 It was too much information thrown at once. 1754 01:19:45,181 --> 01:19:47,770 And although we thought that having lots of options 1755 01:19:47,770 --> 01:19:49,840 would lead to meaningful-- like, oh, well, 1756 01:19:49,840 --> 01:19:51,110 you can make these advanced strategies. 1757 01:19:51,110 --> 01:19:53,151 It really didn't, because people didn't even want 1758 01:19:53,151 --> 01:19:54,590 to bother learning all that. 1759 01:19:54,590 --> 01:19:58,380 Whereas, in the final version, having fewer options 1760 01:19:58,380 --> 01:20:02,090 made it much easier or like much less scary 1761 01:20:02,090 --> 01:20:04,520 when you opened up the list of options, the actions 1762 01:20:04,520 --> 01:20:06,340 that you have available to you as a player. 1763 01:20:06,340 --> 01:20:08,560 And it was much more accessible, while still 1764 01:20:08,560 --> 01:20:12,104 making the strategies diverse. 1765 01:20:12,104 --> 01:20:13,770 So now, we're going to talk a little bit 1766 01:20:13,770 --> 01:20:17,280 about what went wrong in the process of making the game. 1767 01:20:17,280 --> 01:20:21,400 So working together is really hard, 1768 01:20:21,400 --> 01:20:23,360 because people are stepping over their toes. 1769 01:20:23,360 --> 01:20:24,312 Oh, what do I do now. 1770 01:20:24,312 --> 01:20:26,520 Oh, I can't touch that, because you're touching that. 1771 01:20:26,520 --> 01:20:28,400 Like, all these sort of problem arise. 1772 01:20:28,400 --> 01:20:30,850 And so at first, we really tried to avoid that. 1773 01:20:30,850 --> 01:20:35,010 But then we realized working apart is even harder than that. 1774 01:20:35,010 --> 01:20:37,030 Initially, you think, well, if we're each 1775 01:20:37,030 --> 01:20:39,090 working on really sort of independent parts 1776 01:20:39,090 --> 01:20:40,930 and we bring it all together in the end, that'll be happy. 1777 01:20:40,930 --> 01:20:41,620 Everyone will be happy. 1778 01:20:41,620 --> 01:20:42,911 We're not stepping on our toes. 1779 01:20:42,911 --> 01:20:45,820 We can each work on our own time and that sort of thing. 1780 01:20:45,820 --> 01:20:48,690 But that turns out not to work well, because people do things 1781 01:20:48,690 --> 01:20:49,362 differently. 1782 01:20:49,362 --> 01:20:51,070 People follow-- like, even simple things, 1783 01:20:51,070 --> 01:20:53,600 like coding style and how you name your variables 1784 01:20:53,600 --> 01:20:55,700 and all that sort of stuff makes a difference. 1785 01:20:55,700 --> 01:20:57,560 And if you're not working together closely, 1786 01:20:57,560 --> 01:20:59,410 and if you sort of working apart, bringing 1787 01:20:59,410 --> 01:21:02,067 that together was a huge hassle at the end. 1788 01:21:02,067 --> 01:21:04,400 Like we spent a lot of time just making sure everything, 1789 01:21:04,400 --> 01:21:06,483 all the components that we had made as individuals 1790 01:21:06,483 --> 01:21:09,074 worked together, just to get the game running. 1791 01:21:09,074 --> 01:21:10,740 LAUREN: So another thing that went wrong 1792 01:21:10,740 --> 01:21:12,900 was the motivation for this project. 1793 01:21:12,900 --> 01:21:15,020 At the very beginning, the team wasn't 1794 01:21:15,020 --> 01:21:17,370 very passionate about the project to begin with, 1795 01:21:17,370 --> 01:21:18,689 which is really hard. 1796 01:21:18,689 --> 01:21:20,230 It's really hard to work on something 1797 01:21:20,230 --> 01:21:22,716 that you don't really love and want to do. 1798 01:21:22,716 --> 01:21:25,090 And I thought, you know, maybe this will just get better. 1799 01:21:25,090 --> 01:21:27,310 People will start to have ideas. 1800 01:21:27,310 --> 01:21:29,060 They'll feel ownership of the project. 1801 01:21:29,060 --> 01:21:31,490 And then they'll be more motivated to work on it. 1802 01:21:31,490 --> 01:21:33,190 But that's not true. 1803 01:21:33,190 --> 01:21:35,600 People, if they start off in a bad place, 1804 01:21:35,600 --> 01:21:37,100 they're not going to get any better. 1805 01:21:37,100 --> 01:21:40,520 You really have to focus on somehow helping people 1806 01:21:40,520 --> 01:21:43,990 to either learn to love the project 1807 01:21:43,990 --> 01:21:48,230 or learn to just be able to work on it. 1808 01:21:48,230 --> 01:21:50,770 And this can be done through different ways. 1809 01:21:50,770 --> 01:21:52,320 The easiest way is just to get people 1810 01:21:52,320 --> 01:21:54,320 to realize like we have to do this, 1811 01:21:54,320 --> 01:21:56,560 so you have to work on it. 1812 01:21:56,560 --> 01:21:59,690 And I found it as-- towards the end of the semester, 1813 01:21:59,690 --> 01:22:01,300 it took me to figure this one out. 1814 01:22:01,300 --> 01:22:03,350 But if you give people vague instructions, 1815 01:22:03,350 --> 01:22:06,010 they will wait until the very last second. 1816 01:22:06,010 --> 01:22:07,810 But if you make it crystal clear, 1817 01:22:07,810 --> 01:22:10,560 exactly what you want them to do and give 1818 01:22:10,560 --> 01:22:12,950 them is as detailed instructions you can, 1819 01:22:12,950 --> 01:22:16,490 it's much more likely that it'll get done in a timely manner. 1820 01:22:16,490 --> 01:22:19,100 And also, we felt really restricted 1821 01:22:19,100 --> 01:22:21,600 by the topic and the requirements, 1822 01:22:21,600 --> 01:22:25,160 which was another just problem in motivation. 1823 01:22:25,160 --> 01:22:28,680 And so crunch is something I was sort of alluding to, 1824 01:22:28,680 --> 01:22:30,860 is that when you have the instructions 1825 01:22:30,860 --> 01:22:33,560 and you don't want to do something, you will put it off. 1826 01:22:33,560 --> 01:22:34,190 I do it. 1827 01:22:34,190 --> 01:22:38,259 I am sure everyone else does it that I don't want to do this. 1828 01:22:38,259 --> 01:22:40,050 I don't understand what they want me to do, 1829 01:22:40,050 --> 01:22:42,820 so I'm just going to wait until the last possible second 1830 01:22:42,820 --> 01:22:45,230 when I have to do it or I'm going to fail. 1831 01:22:45,230 --> 01:22:47,190 And that's when it gets done, which 1832 01:22:47,190 --> 01:22:49,770 is what I think was a leading thing to our crunch. 1833 01:22:49,770 --> 01:22:51,280 And so we had constant crunching. 1834 01:22:51,280 --> 01:22:53,160 Every time we knew we had to play test, 1835 01:22:53,160 --> 01:22:55,950 the night before, everyone was up working. 1836 01:22:55,950 --> 01:22:59,675 And there was a huge crunch after Thanksgiving. 1837 01:22:59,675 --> 01:23:01,550 We took until Thanksgiving, and then everyone 1838 01:23:01,550 --> 01:23:04,605 realized we don't have that much for longer in this semester. 1839 01:23:04,605 --> 01:23:06,230 We only have like a week and three days 1840 01:23:06,230 --> 01:23:08,090 before this final presentation. 1841 01:23:08,090 --> 01:23:10,660 So there was a lot of crunch there. 1842 01:23:10,660 --> 01:23:13,070 And the work was low priority because of other classes, 1843 01:23:13,070 --> 01:23:16,190 which is a really unique problem to doing a school project, as 1844 01:23:16,190 --> 01:23:18,720 opposed to doing a project in the real world, 1845 01:23:18,720 --> 01:23:21,060 where people still might have other things to do, 1846 01:23:21,060 --> 01:23:22,272 but this is their job. 1847 01:23:22,272 --> 01:23:24,230 Whereas, when this is a class, you can't really 1848 01:23:24,230 --> 01:23:25,525 fire someone from your class. 1849 01:23:28,447 --> 01:23:30,530 Let's see, you want to talk about what we learned? 1850 01:23:30,530 --> 01:23:31,880 STUDENT: Yeah. 1851 01:23:31,880 --> 01:23:35,406 So what we learned in terms of game design, at least for me 1852 01:23:35,406 --> 01:23:38,030 and probably for everyone on the team, what was most surprising 1853 01:23:38,030 --> 01:23:40,930 is that giving more choices and making a game more complicated 1854 01:23:40,930 --> 01:23:42,310 does not make it more fun. 1855 01:23:42,310 --> 01:23:43,940 Initially I thought, more choices 1856 01:23:43,940 --> 01:23:46,900 means more strategic diversity or whatever, 1857 01:23:46,900 --> 01:23:48,700 and that'll make everything more exciting. 1858 01:23:48,700 --> 01:23:49,600 And every time you play the game, 1859 01:23:49,600 --> 01:23:50,610 you can try something different. 1860 01:23:50,610 --> 01:23:51,980 But that's not really true. 1861 01:23:51,980 --> 01:23:54,730 Having less choices can be even more 1862 01:23:54,730 --> 01:23:56,647 fun than having more choices, because then you 1863 01:23:56,647 --> 01:23:58,563 don't have-- like when the player doesn't have 1864 01:23:58,563 --> 01:24:00,220 to think about as much at once, they 1865 01:24:00,220 --> 01:24:03,480 can really go deeper into what the current options are. 1866 01:24:03,480 --> 01:24:06,150 So that was really surprising. 1867 01:24:06,150 --> 01:24:09,380 Also in terms of game design, requirements can be restrictive 1868 01:24:09,380 --> 01:24:13,570 and often you can't do what you want to do. 1869 01:24:13,570 --> 01:24:15,602 You as a designer can't do what you want to do, 1870 01:24:15,602 --> 01:24:18,060 can't fulfill your own fantasy for what the game is opposed 1871 01:24:18,060 --> 01:24:19,880 to look like, because of the requirements, 1872 01:24:19,880 --> 01:24:21,650 because of what clients want, and because of what players 1873 01:24:21,650 --> 01:24:22,240 want. 1874 01:24:22,240 --> 01:24:25,560 And you have to learn to sort of deal with that. 1875 01:24:25,560 --> 01:24:27,220 The designer is not always right. 1876 01:24:27,220 --> 01:24:29,594 Just because I have an idea for what the game is supposed 1877 01:24:29,594 --> 01:24:31,360 to look like, if I test on 10 people 1878 01:24:31,360 --> 01:24:33,520 and all 10 people say I don't like it, 1879 01:24:33,520 --> 01:24:36,550 I'd prefer it to be this way, then I'm wrong. 1880 01:24:36,550 --> 01:24:37,484 I have to change that. 1881 01:24:37,484 --> 01:24:39,400 And that's something that's hard to deal with, 1882 01:24:39,400 --> 01:24:41,191 but it's something you have to learn to do. 1883 01:24:43,150 --> 01:24:46,600 Yeah, we learned a lot about cholera. 1884 01:24:46,600 --> 01:24:49,270 Basically, as we said in one of first slides, 1885 01:24:49,270 --> 01:24:52,030 washing hands is overpowered in real life. 1886 01:24:52,030 --> 01:24:54,634 If you just wash-- very simple things can prevent cholera. 1887 01:24:54,634 --> 01:24:57,050 And that's something we wanted to get across in this game. 1888 01:24:57,050 --> 01:24:59,430 In the game, washing hands is overpowered, just so 1889 01:24:59,430 --> 01:25:01,690 that they get that idea across. 1890 01:25:01,690 --> 01:25:04,524 And about coding, there's a lot of simple things 1891 01:25:04,524 --> 01:25:06,190 you can do to really polish up the game, 1892 01:25:06,190 --> 01:25:09,100 like tweening, which is a animation API available, 1893 01:25:09,100 --> 01:25:10,610 and Phaser that we used. 1894 01:25:10,610 --> 01:25:13,480 But really any animation API that does like little things, 1895 01:25:13,480 --> 01:25:15,410 like having the window pop up instead of just 1896 01:25:15,410 --> 01:25:19,270 appear, having things go like "paching!" and move in and out, 1897 01:25:19,270 --> 01:25:21,894 that makes a huge difference for very little effort. 1898 01:25:21,894 --> 01:25:23,810 And it makes the game look much more polished. 1899 01:25:27,780 --> 01:25:30,770 In terms of future changes for the game itself, 1900 01:25:30,770 --> 01:25:33,734 we initially planned to have seasons and lots 1901 01:25:33,734 --> 01:25:36,400 of random events that would sort of make the game more exciting, 1902 01:25:36,400 --> 01:25:38,650 especially near the end, once all four villages are up 1903 01:25:38,650 --> 01:25:41,020 and you sort of get into this pattern. 1904 01:25:41,020 --> 01:25:45,160 But we basically didn't have time to do that. 1905 01:25:45,160 --> 01:25:47,740 And then the second thing that at least I personally wanted 1906 01:25:47,740 --> 01:25:50,180 to add to the game was more advanced infection models. 1907 01:25:50,180 --> 01:25:52,566 It turns out that modeling infection is-- well, 1908 01:25:52,566 --> 01:25:53,690 it's not surprising really. 1909 01:25:53,690 --> 01:25:55,400 But modeling infection is really hard. 1910 01:25:55,400 --> 01:25:56,910 Balancing your model of infection 1911 01:25:56,910 --> 01:25:58,550 is really, really hard. 1912 01:25:58,550 --> 01:26:01,560 And it's sort of almost impossible 1913 01:26:01,560 --> 01:26:03,590 to make it have this sort of smooth curve, 1914 01:26:03,590 --> 01:26:05,280 where it starts out easy and then gets 1915 01:26:05,280 --> 01:26:07,760 sort of hard at the end but not too hard. 1916 01:26:07,760 --> 01:26:10,260 Infection is exponential in nature. 1917 01:26:10,260 --> 01:26:11,940 And that's really hard to deal with. 1918 01:26:11,940 --> 01:26:13,324 If I had more time to work on it, 1919 01:26:13,324 --> 01:26:14,740 I'd probably spend a lot more time 1920 01:26:14,740 --> 01:26:17,110 thinking about different models to use for infection 1921 01:26:17,110 --> 01:26:18,560 and make it easier to balance. 1922 01:26:18,560 --> 01:26:20,850 Like right now, you change like one little number 1923 01:26:20,850 --> 01:26:22,560 by hardly anything, and the game goes 1924 01:26:22,560 --> 01:26:25,600 from really, really easy to completely impossible, 1925 01:26:25,600 --> 01:26:28,884 just because of the nature of infection. 1926 01:26:28,884 --> 01:26:31,640 LAUREN: And lastly, future changes for the class. 1927 01:26:31,640 --> 01:26:34,380 One of things that we all felt would be really useful 1928 01:26:34,380 --> 01:26:38,230 is if the professors had enforced the sprint task 1929 01:26:38,230 --> 01:26:40,540 list, because you could submit your sprint task list 1930 01:26:40,540 --> 01:26:41,790 at the beginning of your week. 1931 01:26:41,790 --> 01:26:44,820 But you never had to tell them if you actually did everything. 1932 01:26:44,820 --> 01:26:46,470 You just had another sprint task list, 1933 01:26:46,470 --> 01:26:49,180 which maybe if that it was looked at carefully, 1934 01:26:49,180 --> 01:26:52,190 there might be the exact same things two weeks in a row. 1935 01:26:52,190 --> 01:26:56,140 But a lot of times, you never heard anything 1936 01:26:56,140 --> 01:26:57,090 about your progress. 1937 01:26:57,090 --> 01:26:59,300 You just kind of had your progress. 1938 01:26:59,300 --> 01:27:01,270 And it wasn't until the end that we really 1939 01:27:01,270 --> 01:27:03,270 realized like, oh, we're kind of far behind. 1940 01:27:03,270 --> 01:27:04,200 We need to fix that. 1941 01:27:04,200 --> 01:27:06,310 So it would have been nice earlier in the project 1942 01:27:06,310 --> 01:27:09,704 to have that sort of feedback, like, hey, you should be-- 1943 01:27:09,704 --> 01:27:10,620 are these things done? 1944 01:27:10,620 --> 01:27:12,380 You should be doing more. 1945 01:27:12,380 --> 01:27:14,320 And more freedom in choosing the topic, 1946 01:27:14,320 --> 01:27:17,232 like we mentioned before, we felt really restricted. 1947 01:27:17,232 --> 01:27:19,690 There were things we wanted to do that we couldn't, because 1948 01:27:19,690 --> 01:27:21,351 of the confines of this project. 1949 01:27:21,351 --> 01:27:23,350 And so a little more freedom would've been nice. 1950 01:27:23,350 --> 01:27:26,590 But you know, it's a class. 1951 01:27:26,590 --> 01:27:29,160 So finally, does anyone have any questions or comments, 1952 01:27:29,160 --> 01:27:29,659 feedback? 1953 01:27:39,200 --> 01:27:40,890 AUDIENCE: OK. 1954 01:27:40,890 --> 01:27:42,719 What would you do if-- what would 1955 01:27:42,719 --> 01:27:45,010 your team have done if they were able to choose a topic 1956 01:27:45,010 --> 01:27:47,010 or have a little bit more freedom? 1957 01:27:47,010 --> 01:27:49,650 Was there anything in particular you talked about as a team? 1958 01:27:49,650 --> 01:27:51,816 Or when you're talking about things you wanted to do 1959 01:27:51,816 --> 01:27:53,940 but the client said no. 1960 01:27:53,940 --> 01:27:55,520 AUDIENCE: Humor. 1961 01:27:55,520 --> 01:27:58,350 STUDENT: Yeah, in terms of like if we were doing about cholera, 1962 01:27:58,350 --> 01:27:59,850 things we wanted to do about cholera 1963 01:27:59,850 --> 01:28:03,780 but we couldn't, like death is not in the game. 1964 01:28:03,780 --> 01:28:06,060 We can't make it like overly morbid or anything, 1965 01:28:06,060 --> 01:28:08,560 not that we-- But there are certain things, 1966 01:28:08,560 --> 01:28:10,730 like we wanted to have more options. 1967 01:28:10,730 --> 01:28:16,200 But since the game is sort of oriented towards-- or rather, 1968 01:28:16,200 --> 01:28:18,120 the options have to be oriented towards what 1969 01:28:18,120 --> 01:28:19,690 an individual can do. 1970 01:28:19,690 --> 01:28:22,650 So the game is supposed to teach kid 1971 01:28:22,650 --> 01:28:24,620 to young adult as an individual how can I 1972 01:28:24,620 --> 01:28:27,510 prevent cholera, which is like you wash your hands. 1973 01:28:27,510 --> 01:28:29,340 You boil your water, that sort of thing. 1974 01:28:29,340 --> 01:28:34,410 But things like put basically bathrooms, the sorts of things 1975 01:28:34,410 --> 01:28:38,730 that a government or the group of people as a whole could do, 1976 01:28:38,730 --> 01:28:40,147 but an individual can't really do, 1977 01:28:40,147 --> 01:28:41,813 were options that we wanted in the game, 1978 01:28:41,813 --> 01:28:44,100 and could have sort of interesting mechanical effects 1979 01:28:44,100 --> 01:28:47,820 within the game, we couldn't do, because it doesn't make sense. 1980 01:28:47,820 --> 01:28:49,600 I can't teach you to make bathrooms. 1981 01:28:49,600 --> 01:28:51,785 You can't, not really, as an individual. 1982 01:28:51,785 --> 01:28:53,910 LAUREN: Yeah, and sort of as Jen shouted out, 1983 01:28:53,910 --> 01:28:54,940 tongue-in-cheek humor. 1984 01:28:54,940 --> 01:28:56,900 There was a lot of time during the game 1985 01:28:56,900 --> 01:28:58,941 where we're like, oh, we should have this happen, 1986 01:28:58,941 --> 01:28:59,950 but it was offensive. 1987 01:28:59,950 --> 01:29:01,010 It was funny. 1988 01:29:01,010 --> 01:29:03,760 It would be funny to an American audience. 1989 01:29:03,760 --> 01:29:06,274 But because it was for an audience in Ghana, 1990 01:29:06,274 --> 01:29:08,190 we changed the-- we didn't know whether to use 1991 01:29:08,190 --> 01:29:09,440 village or town or city. 1992 01:29:09,440 --> 01:29:10,440 And so we asked Pablo. 1993 01:29:10,440 --> 01:29:12,180 And he said use the word locality, which 1994 01:29:12,180 --> 01:29:14,340 to everyone playing it, play testers, 1995 01:29:14,340 --> 01:29:16,560 we're like this is a really weird word. 1996 01:29:16,560 --> 01:29:17,800 Why does it say locality? 1997 01:29:17,800 --> 01:29:20,150 And even we forget to use the word locality. 1998 01:29:20,150 --> 01:29:22,400 And we call it a village accidentally. 1999 01:29:22,400 --> 01:29:24,690 And so we'd want a little bit more freedom there 2000 01:29:24,690 --> 01:29:27,640 and sort of make it maybe a more humorous game. 2001 01:29:27,640 --> 01:29:29,190 But we didn't really-- we were really 2002 01:29:29,190 --> 01:29:30,400 afraid of being offensive. 2003 01:29:30,400 --> 01:29:31,941 That was like one of the first things 2004 01:29:31,941 --> 01:29:34,009 we talked about when we started making 2005 01:29:34,009 --> 01:29:36,300 the game is how do we make sure we don't offend anybody 2006 01:29:36,300 --> 01:29:36,841 accidentally. 2007 01:29:40,956 --> 01:29:43,920 AUDIENCE: Any other questions? 2008 01:29:43,920 --> 01:29:46,384 We're done? 2009 01:29:46,384 --> 01:29:46,884 All right. 2010 01:29:46,884 --> 01:29:47,620 LAUREN: Thank you. 2011 01:29:47,620 --> 01:29:48,453 AUDIENCE: Thank you. 2012 01:29:48,453 --> 01:29:49,166 AUDIENCE: Thanks. 2013 01:29:51,993 --> 01:29:54,060 LIZ RITA: We're the Saving Gora Gora team. 2014 01:29:54,060 --> 01:29:57,035 I'm Liz, Rachel, Kevin, Justin. 2015 01:29:57,035 --> 01:29:58,410 There are others in the audience. 2016 01:30:01,315 --> 01:30:03,800 Go to the beginning. 2017 01:30:03,800 --> 01:30:04,840 Yeah. 2018 01:30:04,840 --> 01:30:11,240 So to start us off, I'm going to talk about, let's see, 2019 01:30:11,240 --> 01:30:15,730 the goals that we had from the beginning. 2020 01:30:15,730 --> 01:30:18,310 Our product is about cholera and cholera prevention. 2021 01:30:18,310 --> 01:30:21,060 And our audience was Ghanaian children. 2022 01:30:21,060 --> 01:30:25,890 So we had to find a way to connect Ghanaian children 2023 01:30:25,890 --> 01:30:27,820 to this information about cholera 2024 01:30:27,820 --> 01:30:32,140 prevention, positive behaviors, proactive things they can 2025 01:30:32,140 --> 01:30:34,480 do in the community, while also having a fun game 2026 01:30:34,480 --> 01:30:37,220 that they can relate to. 2027 01:30:37,220 --> 01:30:39,486 What this ultimately meant is that we 2028 01:30:39,486 --> 01:30:41,110 had to do a lot of research, because we 2029 01:30:41,110 --> 01:30:44,190 didn't have a direct connection with our audience. 2030 01:30:44,190 --> 01:30:46,190 And we couldn't directly play test 2031 01:30:46,190 --> 01:30:49,840 with children from Ghana, ages 8 to 13. 2032 01:30:49,840 --> 01:30:53,500 We had to make a lot of assumptions, which ended up 2033 01:30:53,500 --> 01:30:57,000 being wrong after we talked to Pablo, specifically about them. 2034 01:30:57,000 --> 01:30:58,310 So we did some more research. 2035 01:30:58,310 --> 01:31:02,820 We looked at Ghana, cartoons targeted 2036 01:31:02,820 --> 01:31:04,330 towards children in Ghana. 2037 01:31:04,330 --> 01:31:09,850 And from those cartoons, we looked at the color palettes, 2038 01:31:09,850 --> 01:31:13,350 some behaviors within the cartoon specifically, 2039 01:31:13,350 --> 01:31:17,830 and names and sort of character designs from the cartoons. 2040 01:31:17,830 --> 01:31:22,960 And we got Ghana research from documentaries and stuff, 2041 01:31:22,960 --> 01:31:27,880 also informed decisions that we used to change minigames, 2042 01:31:27,880 --> 01:31:31,170 which we'll talk about later in the presentation. 2043 01:31:31,170 --> 01:31:35,186 A quick overview of the narrative-- you start the game. 2044 01:31:35,186 --> 01:31:36,810 There is this monster hiding in a bush. 2045 01:31:36,810 --> 01:31:38,070 You go to check him out. 2046 01:31:38,070 --> 01:31:41,590 It turns out that he's being persecuted, 2047 01:31:41,590 --> 01:31:44,500 because everybody in Gora Gora is sick. 2048 01:31:44,500 --> 01:31:46,030 And they think he's the cause. 2049 01:31:46,030 --> 01:31:49,200 And Sal is actually a cool guy. 2050 01:31:49,200 --> 01:31:51,350 You're a bunny, and your name is Kojo, 2051 01:31:51,350 --> 01:31:53,500 and you're a cool guy, too. 2052 01:31:53,500 --> 01:31:56,250 So you're asked to prove that he's innocent. 2053 01:31:56,250 --> 01:32:01,170 And you take that up, because you're an awesome person. 2054 01:32:01,170 --> 01:32:03,500 The gameplay ends up being that you 2055 01:32:03,500 --> 01:32:07,140 explore the town, looking for ways 2056 01:32:07,140 --> 01:32:09,400 to prove that Sal is innocent. 2057 01:32:09,400 --> 01:32:12,170 And you do that by unlocking these minigames 2058 01:32:12,170 --> 01:32:13,810 and getting clues from the minigames 2059 01:32:13,810 --> 01:32:15,680 after you defeat the minigames. 2060 01:32:15,680 --> 01:32:18,110 And after each minigame, you can go talk to the mayor, 2061 01:32:18,110 --> 01:32:21,667 or you have the choice to, because he has an office. 2062 01:32:21,667 --> 01:32:23,500 And when you have all the clues, you finally 2063 01:32:23,500 --> 01:32:28,356 convince the mayor that Sal is harmless, which is great. 2064 01:32:28,356 --> 01:32:30,890 KEVIN WANG: So our first minigame 2065 01:32:30,890 --> 01:32:32,560 dealt with water filtration. 2066 01:32:32,560 --> 01:32:36,190 And the concept behind it is that friends and neighbors 2067 01:32:36,190 --> 01:32:39,850 are bringing containers of water to Kojo's mom. 2068 01:32:39,850 --> 01:32:42,380 And they want to see whether the water is safe to drink, 2069 01:32:42,380 --> 01:32:45,650 or whether they have to purify it beforehand by boiling. 2070 01:32:48,540 --> 01:32:51,520 So that, and when we initially designed our game, 2071 01:32:51,520 --> 01:32:56,330 it turned out to be water filtration kind of factoring, 2072 01:32:56,330 --> 01:32:59,590 in which bottles of water were going down a conveyor belt. 2073 01:32:59,590 --> 01:33:03,120 And you were asked to remove the bottles that were unpurified 2074 01:33:03,120 --> 01:33:06,290 and that needed to be cleaned. 2075 01:33:06,290 --> 01:33:10,980 So as you see on the left, that was our very first iteration. 2076 01:33:10,980 --> 01:33:14,480 And I guess the issue with that, as Pablo brought up to us, 2077 01:33:14,480 --> 01:33:17,030 was that it wasn't relatable to the kids 2078 01:33:17,030 --> 01:33:19,800 that we were trying to target, because these kids likely 2079 01:33:19,800 --> 01:33:23,879 won't ever see a facility that has these conveyor belts, that 2080 01:33:23,879 --> 01:33:25,170 does this kind of purification. 2081 01:33:25,170 --> 01:33:28,510 So we had to go through several iterations 2082 01:33:28,510 --> 01:33:32,260 to figure out a way to make the game a lot more relatable. 2083 01:33:32,260 --> 01:33:36,260 And our final product is on the left-- or on the right, sorry. 2084 01:33:36,260 --> 01:33:38,190 And as you can see, it's outside one 2085 01:33:38,190 --> 01:33:39,890 of the homes in the village. 2086 01:33:39,890 --> 01:33:44,330 And your mom is just standing behind a pot of boiling water. 2087 01:33:44,330 --> 01:33:50,020 And now, you just have plain containers, bowls, buckets, 2088 01:33:50,020 --> 01:33:51,160 tanks. 2089 01:33:51,160 --> 01:33:54,750 And your goal is to kind of see where the water is coming from, 2090 01:33:54,750 --> 01:33:58,500 how warm it is, and try to figure out whether you 2091 01:33:58,500 --> 01:34:01,380 want to boil it or not. 2092 01:34:01,380 --> 01:34:06,040 So some challenges we faced were, in our first iteration, 2093 01:34:06,040 --> 01:34:07,760 it was more of a real time game play. 2094 01:34:07,760 --> 01:34:10,120 You were kind of rushing against time to pull off 2095 01:34:10,120 --> 01:34:14,470 all the unfiltered water, as all the bottles continued 2096 01:34:14,470 --> 01:34:16,120 to scroll to the right, regardless 2097 01:34:16,120 --> 01:34:17,844 of how fast you were going. 2098 01:34:17,844 --> 01:34:19,510 But then we realized that took away kind 2099 01:34:19,510 --> 01:34:22,700 of from the educational aspect, because it forced the player 2100 01:34:22,700 --> 01:34:27,290 to just kind of hurriedly just pull everything that they can. 2101 01:34:27,290 --> 01:34:30,410 So instead, we changed it to a styled gameplay 2102 01:34:30,410 --> 01:34:33,820 that was kind of at the player's pace. 2103 01:34:33,820 --> 01:34:37,130 They can do everything as fast or as slow as they want. 2104 01:34:37,130 --> 01:34:40,400 And that, I think, gives the player a better chance 2105 01:34:40,400 --> 01:34:42,700 to kind of learn everything there 2106 01:34:42,700 --> 01:34:44,215 is to learn from the minigame. 2107 01:34:47,228 --> 01:34:51,480 RACHEL WANG: Cool, so the second minigame is a water collection 2108 01:34:51,480 --> 01:34:54,650 game, where you're asked to help your friend [? Korku ?] find 2109 01:34:54,650 --> 01:34:56,830 where to collect water from. 2110 01:34:56,830 --> 01:34:58,581 And so with this development process, 2111 01:34:58,581 --> 01:35:00,080 it was kind of similar to what Kevin 2112 01:35:00,080 --> 01:35:03,680 was saying about making it, like have as high of a learning 2113 01:35:03,680 --> 01:35:05,610 value as possible. 2114 01:35:05,610 --> 01:35:08,940 And then another aspect of this game was making it fail-safe. 2115 01:35:08,940 --> 01:35:11,100 So obviously, we thought there was one right answer 2116 01:35:11,100 --> 01:35:13,940 that the player should take away from it. 2117 01:35:13,940 --> 01:35:16,290 But we didn't want them to fail and then 2118 01:35:16,290 --> 01:35:19,030 not win the game at the end, if they were to not choose 2119 01:35:19,030 --> 01:35:20,450 the right location. 2120 01:35:20,450 --> 01:35:23,070 So one way we dealt with that was, 2121 01:35:23,070 --> 01:35:26,300 every time the player chose a wrong location, there'd 2122 01:35:26,300 --> 01:35:29,060 be immediate feedback, saying, oh, this 2123 01:35:29,060 --> 01:35:32,750 isn't such a good place to collect water from because. 2124 01:35:32,750 --> 01:35:34,580 And so as you can see, this example 2125 01:35:34,580 --> 01:35:36,580 is, if you were to collect water from the river, 2126 01:35:36,580 --> 01:35:39,110 you don't know if there's excreta from upstream 2127 01:35:39,110 --> 01:35:42,250 or if someone's peeing in the river right now. 2128 01:35:42,250 --> 01:35:46,060 So then it'll ask you to try another place. 2129 01:35:46,060 --> 01:35:48,140 We also did a feature cut pretty early on, 2130 01:35:48,140 --> 01:35:50,940 which was also finding someone to dispose of your excreta. 2131 01:35:50,940 --> 01:35:54,880 And so we focused on the water, which would hopefully 2132 01:35:54,880 --> 01:35:57,460 focus the player's attention in figuring out 2133 01:35:57,460 --> 01:36:00,890 where to place water and really think about the water aspect 2134 01:36:00,890 --> 01:36:04,700 and not so much as another aspect of the game. 2135 01:36:04,700 --> 01:36:07,541 So the other challenge was, as Liz and Kevin 2136 01:36:07,541 --> 01:36:10,040 already pointed out, was there's a huge cultural difference. 2137 01:36:10,040 --> 01:36:13,630 So again, I have like a before and after shot of what 2138 01:36:13,630 --> 01:36:15,110 our landscape looked like. 2139 01:36:15,110 --> 01:36:17,810 And so originally, there was snow-capped mountains, 2140 01:36:17,810 --> 01:36:18,810 a lot of grass. 2141 01:36:18,810 --> 01:36:21,390 But from our research, we saw that this didn't really 2142 01:36:21,390 --> 01:36:23,410 look like Ghana landscape. 2143 01:36:23,410 --> 01:36:25,160 We had a water treatment facility, 2144 01:36:25,160 --> 01:36:28,710 which originally was the correct place to collect water from. 2145 01:36:28,710 --> 01:36:31,470 But we eventually changed that to be a well. 2146 01:36:31,470 --> 01:36:35,110 And so that's more realistic in terms of where 2147 01:36:35,110 --> 01:36:36,780 people collect water in Ghana. 2148 01:36:36,780 --> 01:36:40,310 Additionally, at the end there is a task bar, 2149 01:36:40,310 --> 01:36:42,430 so it provides you more feedback. 2150 01:36:42,430 --> 01:36:44,020 If you clicked on any of the buildings 2151 01:36:44,020 --> 01:36:46,950 it'll provide you feedback about what that place is, 2152 01:36:46,950 --> 01:36:49,132 and whether or not you should or shouldn't 2153 01:36:49,132 --> 01:36:50,506 be placing water there. 2154 01:36:53,282 --> 01:36:54,740 JUSTIN MARTINEZ: Our final minigame 2155 01:36:54,740 --> 01:36:58,400 is focused around teaching the symptoms of cholera 2156 01:36:58,400 --> 01:37:00,510 and the importance of early prevention 2157 01:37:00,510 --> 01:37:02,620 and recognizing the early signs of cholera 2158 01:37:02,620 --> 01:37:05,210 to prevent the disease from spreading. 2159 01:37:05,210 --> 01:37:07,680 So the premise of this game is that the doctor in the town 2160 01:37:07,680 --> 01:37:08,280 is very busy. 2161 01:37:08,280 --> 01:37:09,988 He can't go out into the town to actually 2162 01:37:09,988 --> 01:37:12,300 check on patients to see if they're seeing any 2163 01:37:12,300 --> 01:37:13,910 of the early signs of cholera. 2164 01:37:13,910 --> 01:37:17,170 So he asks you to help him by going out and talking 2165 01:37:17,170 --> 01:37:19,690 to some of your friends in town, and then asking them 2166 01:37:19,690 --> 01:37:21,430 if they're having any of the symptoms, 2167 01:37:21,430 --> 01:37:23,221 and then ask them to come in to the doctor. 2168 01:37:25,510 --> 01:37:27,689 We initially started off by having 2169 01:37:27,689 --> 01:37:30,230 this game be a game where you help the doctor in the doctor's 2170 01:37:30,230 --> 01:37:30,774 office. 2171 01:37:30,774 --> 01:37:32,440 And he's diagnosing patients, and you're 2172 01:37:32,440 --> 01:37:34,360 sort of diagnosing the patients with him. 2173 01:37:34,360 --> 01:37:35,984 And we realized that this would quickly 2174 01:37:35,984 --> 01:37:37,820 turn into sort of a quiz-type of game, 2175 01:37:37,820 --> 01:37:40,284 and it would really detract from the learning aspect. 2176 01:37:40,284 --> 01:37:42,825 It would essentially the same as just reading the systems out 2177 01:37:42,825 --> 01:37:43,980 of a pamphlet. 2178 01:37:43,980 --> 01:37:47,010 So we decided that by adding more interactivity by forcing 2179 01:37:47,010 --> 01:37:49,070 the player to go out into the village 2180 01:37:49,070 --> 01:37:51,200 and actually find people and talk to them 2181 01:37:51,200 --> 01:37:53,770 and then ask them to come to the clinic 2182 01:37:53,770 --> 01:37:56,080 would be a lot more engaging, while still maintaining 2183 01:37:56,080 --> 01:37:58,870 the same educational aspect about trying to search 2184 01:37:58,870 --> 01:38:00,790 for the right symptoms. 2185 01:38:00,790 --> 01:38:04,240 Additionally, we made a change where 2186 01:38:04,240 --> 01:38:07,880 we had the player go talk to some of the villagers that 2187 01:38:07,880 --> 01:38:08,940 were adults. 2188 01:38:08,940 --> 01:38:12,160 And then we realized that-- after speaking with Pablo, 2189 01:38:12,160 --> 01:38:13,930 that the social hierarchy in Ghana 2190 01:38:13,930 --> 01:38:16,680 is not necessarily that of the United States. 2191 01:38:16,680 --> 01:38:19,360 And this sort of interaction, where 2192 01:38:19,360 --> 01:38:21,730 a child asks something or sort of demands something 2193 01:38:21,730 --> 01:38:23,280 of an adult, isn't really something 2194 01:38:23,280 --> 01:38:25,470 that would happen, just because of the stricter 2195 01:38:25,470 --> 01:38:26,230 social hierarchy. 2196 01:38:26,230 --> 01:38:28,660 So we decided that it'd be more appropriate if we 2197 01:38:28,660 --> 01:38:31,140 had the child go talk to some of his friends 2198 01:38:31,140 --> 01:38:32,460 that were of the same age. 2199 01:38:32,460 --> 01:38:34,362 And then tell them, since they're 2200 01:38:34,362 --> 01:38:37,970 on the same sort of level, to go to the doctor's office, 2201 01:38:37,970 --> 01:38:40,734 rather than talking to elders. 2202 01:38:40,734 --> 01:38:42,150 Some of the challenges that we saw 2203 01:38:42,150 --> 01:38:45,520 were that this game is heavily dialogue-based. 2204 01:38:45,520 --> 01:38:50,460 It's almost entirely interacting through our dialogue UI. 2205 01:38:50,460 --> 01:38:53,290 And so we needed to do a lot of iteration on that in order 2206 01:38:53,290 --> 01:38:55,720 to make sure that it was clear who was speaking 2207 01:38:55,720 --> 01:38:59,422 and give the appropriate choices so that the player can make 2208 01:38:59,422 --> 01:39:01,760 meaningful decisions while having his interactions 2209 01:39:01,760 --> 01:39:03,000 with the villagers. 2210 01:39:03,000 --> 01:39:05,410 And finally, since it is so dialogue-heavy, 2211 01:39:05,410 --> 01:39:08,026 there's a problem that comes when making a game for children 2212 01:39:08,026 --> 01:39:10,150 when you have a lot of text, because they might not 2213 01:39:10,150 --> 01:39:11,440 be the strongest reader. 2214 01:39:11,440 --> 01:39:13,170 So we focused w lot on making sure 2215 01:39:13,170 --> 01:39:15,280 that the vocabulary was simple, and we 2216 01:39:15,280 --> 01:39:17,505 tried to keep the sentence structure as simple 2217 01:39:17,505 --> 01:39:18,990 as possible, and straightforward, 2218 01:39:18,990 --> 01:39:20,630 to get the message across to children. 2219 01:39:23,780 --> 01:39:25,330 So some of the overall challenges 2220 01:39:25,330 --> 01:39:27,450 that we faced while doing the game development 2221 01:39:27,450 --> 01:39:29,740 was mastering the states with Phaser. 2222 01:39:29,740 --> 01:39:31,940 This is sort of an intricacy of the Phaser engine 2223 01:39:31,940 --> 01:39:35,530 itself, where when you spawn off the different stages 2224 01:39:35,530 --> 01:39:38,310 of the map, making sure that we can maintain 2225 01:39:38,310 --> 01:39:41,400 the data across all these different states, 2226 01:39:41,400 --> 01:39:44,650 so that there can be a sort of progress through the game. 2227 01:39:44,650 --> 01:39:47,330 And finally, we want to make sure that the game wasn't 2228 01:39:47,330 --> 01:39:50,480 too difficult. For example, with the facility game 2229 01:39:50,480 --> 01:39:53,000 at the beginning when we had the very fast-paced clicking, 2230 01:39:53,000 --> 01:39:54,833 and then you would fail almost all the time. 2231 01:39:54,833 --> 01:39:57,140 We wanted to make sure that it wasn't too difficult, 2232 01:39:57,140 --> 01:39:59,374 and that it was accessible. 2233 01:39:59,374 --> 01:40:01,040 The cultural disconnect we touched a bit 2234 01:40:01,040 --> 01:40:03,260 on in some of our previous games, 2235 01:40:03,260 --> 01:40:06,000 making sure that the target audience will 2236 01:40:06,000 --> 01:40:07,890 be able to play this game and relate to it 2237 01:40:07,890 --> 01:40:10,050 in order to pull the message from it, 2238 01:40:10,050 --> 01:40:11,500 and making the play meaningful. 2239 01:40:11,500 --> 01:40:14,640 We wanted to make sure that the game play was still 2240 01:40:14,640 --> 01:40:16,950 getting the message across, and finding a good balance 2241 01:40:16,950 --> 01:40:20,148 between education and play. 2242 01:40:20,148 --> 01:40:21,620 RACHEL WANG: So now I'll talk about 2243 01:40:21,620 --> 01:40:23,410 how our teamwork worked out, and what 2244 01:40:23,410 --> 01:40:25,130 our process like as a team. 2245 01:40:25,130 --> 01:40:27,290 So we used four main tools. 2246 01:40:27,290 --> 01:40:30,370 The first one being Trello, to keep track of our tasks 2247 01:40:30,370 --> 01:40:31,100 and progresses. 2248 01:40:31,100 --> 01:40:34,270 So, we'd put all our sprint task lists, our product backlog, 2249 01:40:34,270 --> 01:40:35,275 on to the Trello. 2250 01:40:35,275 --> 01:40:36,900 People would claim the different tasks, 2251 01:40:36,900 --> 01:40:39,050 and then be able to say if they were doing them, 2252 01:40:39,050 --> 01:40:41,340 if they were done, or if they haven't started. 2253 01:40:41,340 --> 01:40:43,050 And then that means we could track 2254 01:40:43,050 --> 01:40:45,670 how people's progress was. 2255 01:40:45,670 --> 01:40:47,200 The second one was weekly meetings. 2256 01:40:47,200 --> 01:40:49,560 So, every week we had a meeting to either do 2257 01:40:49,560 --> 01:40:52,710 some research about Ghana, talk about how we could improve 2258 01:40:52,710 --> 01:40:54,820 the game play and make it more meaningful, 2259 01:40:54,820 --> 01:40:57,140 if we should cut some features, and whatnot. 2260 01:40:57,140 --> 01:41:00,740 So, these meetings were really great for quick and efficient 2261 01:41:00,740 --> 01:41:03,590 decisions, and also really important decisions. 2262 01:41:03,590 --> 01:41:06,755 Our third tool was Slack, which some other teams talked about. 2263 01:41:06,755 --> 01:41:10,470 But it was really great because, first, they had Google Drive 2264 01:41:10,470 --> 01:41:13,590 integration, so you could see when people were pushing code 2265 01:41:13,590 --> 01:41:15,417 if you should be pulling code. 2266 01:41:15,417 --> 01:41:17,750 And then, in addition, we could have different channels. 2267 01:41:17,750 --> 01:41:20,170 So we had a separate coding channel, 2268 01:41:20,170 --> 01:41:23,510 where all the coders could talk to each other, 2269 01:41:23,510 --> 01:41:26,000 and that might not be relevant to other people. 2270 01:41:26,000 --> 01:41:27,960 And then having a whole team channel 2271 01:41:27,960 --> 01:41:29,460 was also efficient, because it would 2272 01:41:29,460 --> 01:41:32,374 be faster response than email. 2273 01:41:32,374 --> 01:41:34,040 And then our final one was Google Drive, 2274 01:41:34,040 --> 01:41:36,180 which is where we have all our assets, 2275 01:41:36,180 --> 01:41:38,406 had all our dialogues, our characters. 2276 01:41:38,406 --> 01:41:40,280 And this worked out to be a really great tool 2277 01:41:40,280 --> 01:41:43,830 for collaborative storage. 2278 01:41:43,830 --> 01:41:46,770 Some downfalls of this was-- I'll 2279 01:41:46,770 --> 01:41:50,874 talk about the second part, was basically 2280 01:41:50,874 --> 01:41:53,290 with all these tools you need to make sure that everyone's 2281 01:41:53,290 --> 01:41:54,390 actually using the tools. 2282 01:41:54,390 --> 01:41:56,860 It's not actually effective to be using Trello 2283 01:41:56,860 --> 01:41:58,455 if not everyone's using Trello. 2284 01:41:58,455 --> 01:41:59,840 And we found this to be the case, 2285 01:41:59,840 --> 01:42:02,340 not everyone would be updating their progress on Trello, 2286 01:42:02,340 --> 01:42:04,460 or not everyone would be on Slack . 2287 01:42:04,460 --> 01:42:05,950 But some mitigations we had to that 2288 01:42:05,950 --> 01:42:08,180 is, in like Slack, you can mention people's names, 2289 01:42:08,180 --> 01:42:09,555 and then it'll send them an email 2290 01:42:09,555 --> 01:42:13,330 if they're not actually on Slack at that time. 2291 01:42:13,330 --> 01:42:15,920 We did have to remind people to be updating the Trello board 2292 01:42:15,920 --> 01:42:18,970 or updating their progress in Slack, or just ping 2293 01:42:18,970 --> 01:42:20,880 people individually in email. 2294 01:42:20,880 --> 01:42:23,002 But I think we worked it out. 2295 01:42:23,002 --> 01:42:24,460 Something we could have improved on 2296 01:42:24,460 --> 01:42:27,900 was enforcing deadlines, and having deadlines. 2297 01:42:27,900 --> 01:42:31,550 As Kevin will talk about, we had different roles between coding 2298 01:42:31,550 --> 01:42:32,770 and art designing. 2299 01:42:32,770 --> 01:42:35,370 So, obviously the art assets had to be 2300 01:42:35,370 --> 01:42:38,020 done before you could really code things and put it 2301 01:42:38,020 --> 01:42:39,000 into the game. 2302 01:42:39,000 --> 01:42:42,170 So in that aspect, we should have probably 2303 01:42:42,170 --> 01:42:44,830 had clearer deadlines so that we could 2304 01:42:44,830 --> 01:42:47,950 stick to a stricter schedule. 2305 01:42:47,950 --> 01:42:50,610 And then, in addition, we should have probably 2306 01:42:50,610 --> 01:42:53,250 had a bit more frequent communication 2307 01:42:53,250 --> 01:42:54,520 with the entire team. 2308 01:42:54,520 --> 01:42:56,220 So we did have a lot of communication, 2309 01:42:56,220 --> 01:42:58,840 but sometimes not all the team members were present, 2310 01:42:58,840 --> 01:43:01,390 and we should have probably improved 2311 01:43:01,390 --> 01:43:03,610 a bit about sending out meeting notes 2312 01:43:03,610 --> 01:43:06,140 and catching up people who weren't at the meetings 2313 01:43:06,140 --> 01:43:08,860 when we made certain decisions. 2314 01:43:08,860 --> 01:43:11,780 And to that regard, something that we could just 2315 01:43:11,780 --> 01:43:14,730 do for next time is, send out meeting notes, 2316 01:43:14,730 --> 01:43:16,990 and keep everyone up to date, and possibly 2317 01:43:16,990 --> 01:43:21,060 even have smaller meetings where not everyone is present. 2318 01:43:21,060 --> 01:43:22,990 So I guess in terms of what went right, Kevin 2319 01:43:22,990 --> 01:43:23,940 will talk about that. 2320 01:43:23,940 --> 01:43:25,900 KEVIN WANG: So, as Rachel was saying, 2321 01:43:25,900 --> 01:43:29,380 we separated a lot of the tasks of the project between the team 2322 01:43:29,380 --> 01:43:29,880 members. 2323 01:43:29,880 --> 01:43:33,740 And since we had seven people, we 2324 01:43:33,740 --> 01:43:36,970 designated four to coding, two to design and art, 2325 01:43:36,970 --> 01:43:38,950 and then a few others to the other aspects 2326 01:43:38,950 --> 01:43:43,010 such as narrative, project management, and sound. 2327 01:43:43,010 --> 01:43:45,230 So, that actually helped us a lot, 2328 01:43:45,230 --> 01:43:49,010 in that having only four coders rather than seven really 2329 01:43:49,010 --> 01:43:52,540 cut down on the number of merge conflicts and issues 2330 01:43:52,540 --> 01:43:55,590 that we had in previous projects. 2331 01:43:55,590 --> 01:43:57,220 Because, obviously, the fewer number 2332 01:43:57,220 --> 01:44:00,010 of people working on each file, the less likely 2333 01:44:00,010 --> 01:44:01,885 it's all going to break when people merge 2334 01:44:01,885 --> 01:44:04,216 their stuff together in GitHub. 2335 01:44:04,216 --> 01:44:05,840 And with the art designers, it actually 2336 01:44:05,840 --> 01:44:07,260 helped to have just two. 2337 01:44:07,260 --> 01:44:10,150 Because, although they had to do more work, 2338 01:44:10,150 --> 01:44:12,570 it was easier for them to collaborate and make sure 2339 01:44:12,570 --> 01:44:15,810 that all of their art followed the same theme, rather than 2340 01:44:15,810 --> 01:44:17,880 coming from three or four different sources that 2341 01:44:17,880 --> 01:44:19,790 look slightly different. 2342 01:44:19,790 --> 01:44:23,050 Eduardo and Liz were very capable in making sure 2343 01:44:23,050 --> 01:44:26,150 that all the art had the same kind of color palate, 2344 01:44:26,150 --> 01:44:27,700 and the same kind of cultural theme 2345 01:44:27,700 --> 01:44:32,070 to it, which helped, I think, unify our game in the end. 2346 01:44:32,070 --> 01:44:36,260 And, as Rachel also said, we had semi-frequent meetings, mostly 2347 01:44:36,260 --> 01:44:38,780 at the end of the weeks, just to catch up and see 2348 01:44:38,780 --> 01:44:41,040 how everybody was doing on their parts, 2349 01:44:41,040 --> 01:44:44,240 and what we were planning on doing for the next week. 2350 01:44:44,240 --> 01:44:46,320 And it also served as a good time for us 2351 01:44:46,320 --> 01:44:48,130 to really sit down and get some work done, 2352 01:44:48,130 --> 01:44:52,850 whether it's drawing some new assets, coding a new minigame. 2353 01:44:52,850 --> 01:44:56,110 And having most of the people there together at the same time 2354 01:44:56,110 --> 01:44:58,420 allowed us to really bounce ideas off each other 2355 01:44:58,420 --> 01:45:00,480 when we were implementing this, which made 2356 01:45:00,480 --> 01:45:02,110 things a lot more efficient. 2357 01:45:02,110 --> 01:45:06,400 And lastly, we realize that at the beginning, 2358 01:45:06,400 --> 01:45:09,930 we had probably more than we could take on 2359 01:45:09,930 --> 01:45:11,390 over this eight-week period. 2360 01:45:11,390 --> 01:45:14,910 So we did a good job of cutting features early. 2361 01:45:14,910 --> 01:45:17,440 And the main one we did was cutting the fourth minigame out 2362 01:45:17,440 --> 01:45:20,510 of our game entirely, so that we could really 2363 01:45:20,510 --> 01:45:22,920 focus on making the three minigames that we have 2364 01:45:22,920 --> 01:45:28,029 currently really robust and really relevant to the ideas 2365 01:45:28,029 --> 01:45:29,070 we were trying to convey. 2366 01:45:31,662 --> 01:45:35,490 RACHEL WANG: So moving forward from this where hopefully we 2367 01:45:35,490 --> 01:45:38,270 would be able to find more of our target audience, 2368 01:45:38,270 --> 01:45:39,925 our focus tests helped a lot whether it 2369 01:45:39,925 --> 01:45:43,550 was speaking to Pablo, other MIT students, people in the class. 2370 01:45:43,550 --> 01:45:45,960 They gave us a lot of good feedback about the game. 2371 01:45:45,960 --> 01:45:48,670 But obviously we didn't get a chance 2372 01:45:48,670 --> 01:45:52,520 to speak with Ghanaian kids, which is our target audience. 2373 01:45:52,520 --> 01:45:55,830 And that could definitely help if we had a longer period 2374 01:45:55,830 --> 01:46:00,130 and were able to find even kids ages 8 to 13. 2375 01:46:00,130 --> 01:46:03,020 In terms of iteration, I think we could still 2376 01:46:03,020 --> 01:46:05,670 focus a bit more on balancing the difficulty. 2377 01:46:05,670 --> 01:46:08,130 And then we mitigated that by doing things 2378 01:46:08,130 --> 01:46:13,330 like what Justin said about changing the text dialogue, 2379 01:46:13,330 --> 01:46:16,460 and also providing a lot of help tutorials or instructions 2380 01:46:16,460 --> 01:46:17,439 throughout the game. 2381 01:46:17,439 --> 01:46:19,480 But that's something we could always think about, 2382 01:46:19,480 --> 01:46:22,390 so that even kids younger than our target audience 2383 01:46:22,390 --> 01:46:24,650 could access the game. 2384 01:46:24,650 --> 01:46:26,480 And then, obviously, just making sure 2385 01:46:26,480 --> 01:46:30,000 the game is culturally relevant, thinking about word choices, 2386 01:46:30,000 --> 01:46:35,530 thinking about assets, something we could always improve on. 2387 01:46:35,530 --> 01:46:38,370 And then, finally, to actually keep moving forward we 2388 01:46:38,370 --> 01:46:40,170 could implement another minigame, 2389 01:46:40,170 --> 01:46:42,010 find out other things about cholera 2390 01:46:42,010 --> 01:46:44,620 we really want to get across, and add other adventures 2391 01:46:44,620 --> 01:46:46,040 to the game. 2392 01:46:46,040 --> 01:46:50,290 But the game right now is pretty contained, and gives, 2393 01:46:50,290 --> 01:46:52,850 we think, three valuable lessons about cholera, 2394 01:46:52,850 --> 01:46:55,360 and three very concrete preventative actions 2395 01:46:55,360 --> 01:46:57,520 that you can take, and bring back 2396 01:46:57,520 --> 01:47:00,579 to your village and your family. 2397 01:47:00,579 --> 01:47:02,370 So I guess that's what we would think about 2398 01:47:02,370 --> 01:47:03,620 if we were going to go for it. 2399 01:47:03,620 --> 01:47:07,819 And now, we'll move into our demo. 2400 01:47:07,819 --> 01:47:09,360 So, I guess, if there's any questions 2401 01:47:09,360 --> 01:47:14,945 first we can take those, or else we'll be looking for a demo-er. 2402 01:47:14,945 --> 01:47:18,130 AUDIENCE: I have a question regarding 2403 01:47:18,130 --> 01:47:21,140 how you used like the structure of like having 2404 01:47:21,140 --> 01:47:23,890 the many minigames inside of a big game. 2405 01:47:23,890 --> 01:47:28,390 I wonder like does that help splitting the tasks up 2406 01:47:28,390 --> 01:47:30,224 among different members in the team 2407 01:47:30,224 --> 01:47:31,390 and make the process better? 2408 01:47:31,390 --> 01:47:34,890 Or did that add more difficulty to finish all the contents 2409 01:47:34,890 --> 01:47:37,699 and correctly tie them together? 2410 01:47:37,699 --> 01:47:39,990 RACHEL WANG: Yes, really, I think the modularity really 2411 01:47:39,990 --> 01:47:44,470 helps, so the three of us took the lead on one minigame each. 2412 01:47:44,470 --> 01:47:46,840 But then obviously there were components 2413 01:47:46,840 --> 01:47:49,910 that cross all the different minigames. 2414 01:47:49,910 --> 01:47:51,850 So, for example, our other coder worked a lot 2415 01:47:51,850 --> 01:47:53,930 on the conversation and dialogue UI that 2416 01:47:53,930 --> 01:47:55,750 shows up in all the minigames. 2417 01:47:55,750 --> 01:47:57,271 And additionally, at the beginning 2418 01:47:57,271 --> 01:47:59,020 we did run into an issue where we thought, 2419 01:47:59,020 --> 01:48:01,630 oh, really the game is just three minigames. 2420 01:48:01,630 --> 01:48:03,680 So we worked to come up with an idea 2421 01:48:03,680 --> 01:48:05,030 to tie everything together. 2422 01:48:05,030 --> 01:48:08,290 And that ended up being an inventory clue kind of thing. 2423 01:48:08,290 --> 01:48:11,120 So you could go around town looking for clues that you 2424 01:48:11,120 --> 01:48:13,340 needed to unlock the minigames. 2425 01:48:13,340 --> 01:48:15,820 So, for example, to play the water collection game you 2426 01:48:15,820 --> 01:48:17,540 need a bowl to collect the water. 2427 01:48:17,540 --> 01:48:19,284 So you would go around town and find 2428 01:48:19,284 --> 01:48:21,950 someone-- maybe someone was like wearing a bucket on their head. 2429 01:48:21,950 --> 01:48:24,580 And you'd be able to collect that bucket from them 2430 01:48:24,580 --> 01:48:25,890 and then play the game. 2431 01:48:25,890 --> 01:48:28,760 So, in that sense, we were able to come up 2432 01:48:28,760 --> 01:48:31,590 with this idea that could tie together 2433 01:48:31,590 --> 01:48:32,989 all the different minigames. 2434 01:48:32,989 --> 01:48:34,280 Does that answer your question? 2435 01:48:37,040 --> 01:48:39,110 AUDIENCE: Is its mother a cat? 2436 01:48:39,110 --> 01:48:41,996 LIZ RITA: Yes, [? Bunnykins' ?] mother is a cat. 2437 01:48:41,996 --> 01:48:44,401 AUDIENCE: All right. [INAUDIBLE] 2438 01:48:44,401 --> 01:48:46,806 [LAUGHTER] 2439 01:48:46,806 --> 01:48:49,320 AUDIENCE: So, you cut the minigame number four? 2440 01:48:49,320 --> 01:48:50,195 JUSTIN MARTINEZ: Yes. 2441 01:48:50,195 --> 01:48:52,361 AUDIENCE: About when in the project did you do that? 2442 01:48:52,361 --> 01:48:54,080 And about how much work had you actually 2443 01:48:54,080 --> 01:48:56,680 put in to that minigame before you decided not to complete it? 2444 01:48:56,680 --> 01:48:58,784 JUSTIN MARTINEZ: That game did not make it 2445 01:48:58,784 --> 01:49:01,712 past the paper prototype. 2446 01:49:01,712 --> 01:49:03,400 After we did the paper prototype, 2447 01:49:03,400 --> 01:49:07,150 we realized that, that game and the symptoms game 2448 01:49:07,150 --> 01:49:08,640 were actually very similar. 2449 01:49:08,640 --> 01:49:11,840 And so we [? introduced ?] some or the storytelling aspects 2450 01:49:11,840 --> 01:49:15,397 into the doctor minigame that we pulled 2451 01:49:15,397 --> 01:49:16,438 from the fourth minigame. 2452 01:49:19,420 --> 01:49:21,408 PROFESSOR 1: Thank you. 2453 01:49:21,408 --> 01:49:25,900 [APPLAUSE] 2454 01:49:25,900 --> 01:49:27,875 [INAUDIBLE] will volunteer. 2455 01:49:27,875 --> 01:49:29,045 Thank you. 2456 01:50:10,020 --> 01:50:11,900 [LAUGHTER] 2457 01:50:11,900 --> 01:50:12,900 AUDIENCE: I sure helped! 2458 01:50:12,900 --> 01:50:16,876 [LAUGHTER] 2459 01:50:38,423 --> 01:50:40,006 From our previous discussion, I wonder 2460 01:50:40,006 --> 01:50:41,870 if I can take his bucket. 2461 01:50:41,870 --> 01:50:45,940 LIZ RITA: [INAUDIBLE] like, go closer. 2462 01:50:45,940 --> 01:50:47,050 AUDIENCE: Oh, gosh. 2463 01:50:57,874 --> 01:51:00,334 I don't know if [? Korku's ?] is going to get that bucket. 2464 01:51:00,334 --> 01:51:02,302 Maybe I'll keep it. 2465 01:51:08,700 --> 01:51:10,475 Wow, I already have two quests. 2466 01:51:10,475 --> 01:51:12,800 [LAUGHTER] 2467 01:51:20,720 --> 01:51:23,195 [LAUGHTER] 2468 01:51:27,650 --> 01:51:30,125 Never play with fire by yourself. 2469 01:51:34,580 --> 01:51:36,560 [LAUGHTER] 2470 01:51:43,500 --> 01:51:45,040 Whoa, look it's turned into a cat. 2471 01:51:45,040 --> 01:51:46,956 [LAUGHTER] 2472 01:51:48,872 --> 01:51:49,830 Ah, cool. 2473 01:51:55,110 --> 01:51:57,682 I mean, if I say no, I should come back later, don't I? 2474 01:51:57,682 --> 01:51:59,570 [LAUGHTER] 2475 01:51:59,570 --> 01:52:02,150 Thank the bowl, and click me when you're done. 2476 01:52:02,150 --> 01:52:03,180 All right. 2477 01:52:03,180 --> 01:52:07,180 Well, I know where to go, but we'll do this anyway. 2478 01:52:07,180 --> 01:52:09,070 There's no water there! 2479 01:52:09,070 --> 01:52:10,610 I guess that makes sense. 2480 01:52:10,610 --> 01:52:13,400 If there was water in the house, I wouldn't need the bucket. 2481 01:52:13,400 --> 01:52:15,220 I do all the wrong things first. 2482 01:52:17,730 --> 01:52:19,980 It looks like there are a lot of bacteria in the lake. 2483 01:52:19,980 --> 01:52:21,240 I have really good eyes. 2484 01:52:21,240 --> 01:52:23,200 [LAUGHTER] 2485 01:52:28,100 --> 01:52:30,055 You-- I don't want rusty water. 2486 01:52:33,319 --> 01:52:35,485 Oh, the bathroom, that's a great place to get water. 2487 01:52:35,485 --> 01:52:37,385 I won't go there. 2488 01:52:41,670 --> 01:52:42,780 Yay! 2489 01:52:42,780 --> 01:52:45,530 I have water. 2490 01:52:45,530 --> 01:52:47,258 Can I go swimming? 2491 01:52:47,258 --> 01:52:48,650 Yes, yes, I can. 2492 01:52:51,900 --> 01:52:53,020 I forget what you wanted. 2493 01:52:53,020 --> 01:52:54,020 What did you want again? 2494 01:52:57,031 --> 01:52:57,530 Paper. 2495 01:53:06,626 --> 01:53:09,061 I know-- no, I don't actually. 2496 01:53:12,480 --> 01:53:14,056 Oh, I guess I do know something. 2497 01:53:14,056 --> 01:53:14,556 Ah ha! 2498 01:53:17,544 --> 01:53:22,524 [LAUGHTER] 2499 01:54:03,229 --> 01:54:04,854 I guess I need to go in the houses now. 2500 01:54:04,854 --> 01:54:05,520 That's my guess. 2501 01:54:08,836 --> 01:54:09,336 Oh, cool. 2502 01:54:24,820 --> 01:54:27,676 You-- I better boil that. 2503 01:54:27,676 --> 01:54:30,172 RACHEL WANG: You might want to start the game first. 2504 01:54:30,172 --> 01:54:31,710 AUDIENCE: Oh, start the game. 2505 01:54:31,710 --> 01:54:32,710 I'll do that first. 2506 01:54:36,495 --> 01:54:37,245 I like this water. 2507 01:54:37,245 --> 01:54:38,055 This is great. 2508 01:54:42,020 --> 01:54:44,540 I just know that the well is good, because I was just there. 2509 01:54:51,982 --> 01:54:54,065 Pump and clear, well, rust was the problem before, 2510 01:54:54,065 --> 01:55:01,434 so where am I getting this hot water from the pump? 2511 01:55:06,210 --> 01:55:06,860 Discolored. 2512 01:55:06,860 --> 01:55:07,400 Discolored. 2513 01:55:07,400 --> 01:55:10,110 Well, I am going to be safe, because I 2514 01:55:10,110 --> 01:55:11,360 don't have to gather firewood. 2515 01:55:31,160 --> 01:55:32,645 I'm running out of firewood. 2516 01:55:32,645 --> 01:55:34,145 Now I'm going to be in trouble here. 2517 01:55:45,954 --> 01:55:46,620 We'll go for it. 2518 01:55:50,074 --> 01:55:51,740 It's from the pump, how bad could it be? 2519 01:55:51,740 --> 01:55:55,184 [LAUGHTER] 2520 01:55:55,184 --> 01:55:56,660 AUDIENCE: Is this the rusty pump? 2521 01:55:56,660 --> 01:55:58,140 [LAUGHTER] 2522 01:55:58,140 --> 01:55:59,570 AUDIENCE: Oh, right. 2523 01:55:59,570 --> 01:56:00,890 That's the bad stuff. 2524 01:56:00,890 --> 01:56:02,120 The well's the good stuff. 2525 01:56:05,530 --> 01:56:06,842 Oh, that's [INAUDIBLE] pump. 2526 01:56:06,842 --> 01:56:07,568 Ah, whatever. 2527 01:56:07,568 --> 01:56:09,359 AUDIENCE: It is the cholera that you've got 2528 01:56:09,359 --> 01:56:10,525 to test in this game, right? 2529 01:56:14,400 --> 01:56:17,120 AUDIENCE: Hm, I only have three firewood. 2530 01:56:17,120 --> 01:56:17,920 Let's just do this. 2531 01:56:17,920 --> 01:56:20,160 One of the next one will be clear, I'm sure. 2532 01:56:20,160 --> 01:56:20,981 Well and clear. 2533 01:56:20,981 --> 01:56:21,480 There we go. 2534 01:56:21,480 --> 01:56:22,771 We'll boil the rest to be safe. 2535 01:56:28,020 --> 01:56:28,520 All right. 2536 01:56:37,398 --> 01:56:39,511 Throwing up and have diarrhea and very thirsty. 2537 01:56:39,511 --> 01:56:40,010 Oh. 2538 01:56:45,600 --> 01:56:47,800 So in other words, you've seen the monster. 2539 01:56:54,160 --> 01:56:56,050 You should go see the doctor, because you 2540 01:56:56,050 --> 01:56:57,049 have all those symptoms. 2541 01:56:59,755 --> 01:57:00,255 All right. 2542 01:57:00,255 --> 01:57:01,836 Where are my check marks? 2543 01:57:01,836 --> 01:57:02,960 Oh, look I got three clues. 2544 01:57:02,960 --> 01:57:04,769 Is that good enough? 2545 01:57:04,769 --> 01:57:05,685 Let's go out to mayor. 2546 01:57:08,866 --> 01:57:11,490 I don't have any more spaces for clues, it must be good enough. 2547 01:57:16,450 --> 01:57:16,950 Nope. 2548 01:57:55,716 --> 01:57:58,698 LIZ RITA: [INAUDIBLE] 2549 01:57:58,698 --> 01:58:03,668 [LAUGHTER] 2550 01:58:12,042 --> 01:58:12,625 AUDIENCE: Yay! 2551 01:58:15,572 --> 01:58:17,280 LIZ RITA: I just jumped over that office. 2552 01:58:26,863 --> 01:58:28,988 AUDIENCE: I guess the repetition's not a bad thing, 2553 01:58:28,988 --> 01:58:30,480 is it, for your demographic? 2554 01:58:30,480 --> 01:58:30,980 That's good. 2555 01:58:40,442 --> 01:58:43,928 [LAUGHTER] 2556 01:58:43,928 --> 01:58:44,922 PROFESSOR 1: That's it. 2557 01:58:44,922 --> 01:58:45,422 Thank you. 2558 01:58:54,215 --> 01:58:56,340 RACHEL WANG: I think that's it, that's all we have. 2559 01:58:56,340 --> 01:58:57,840 Are there any last questions? 2560 01:58:57,840 --> 01:59:00,840 PROFESSOR 2: I actually do have one question about the music. 2561 01:59:00,840 --> 01:59:02,840 Because you have it on the credits. 2562 01:59:02,840 --> 01:59:05,694 Is this like a piece that the person wrote for you? 2563 01:59:05,694 --> 01:59:08,110 Or is this something that you downloaded from the website? 2564 01:59:08,110 --> 01:59:10,090 RACHEL WANG: We downloaded it. 2565 01:59:10,090 --> 01:59:12,707 PROFESSOR 2: You might just want to check their website 2566 01:59:12,707 --> 01:59:15,040 to see exactly how they want to be credited. [INAUDIBLE] 2567 01:59:15,040 --> 01:59:17,515 title of the song they want used, or something like that. 2568 01:59:17,515 --> 01:59:20,980 But if you've already done that, that's good. 2569 01:59:20,980 --> 01:59:22,460 PROFESSOR 1: Great. 2570 01:59:22,460 --> 01:59:22,960 Thank you. 2571 01:59:22,960 --> 01:59:23,950 RACHEL WANG: Thank you. 2572 01:59:23,950 --> 01:59:27,415 [APPLAUSE] 2573 01:59:27,415 --> 01:59:28,430 PROFESSOR 1: All right. 2574 01:59:28,430 --> 01:59:29,365 We're done! 2575 01:59:29,365 --> 01:59:30,115 Thank you so much. 2576 01:59:30,115 --> 01:59:36,252 [APPLAUSE] 2577 01:59:36,252 --> 01:59:38,290 We really enjoy teaching this class every year. 2578 01:59:38,290 --> 01:59:41,395 We really hope you got a good experience for it. 2579 01:59:41,395 --> 01:59:43,145 I liked seeing a lot of the presentations, 2580 01:59:43,145 --> 01:59:46,630 and I liked the changes that we saw from rehearsals to today. 2581 01:59:46,630 --> 01:59:49,610 So there was a lot of really good information in there, 2582 01:59:49,610 --> 01:59:54,180 both in the games and in the presentations. 2583 01:59:54,180 --> 01:59:57,150 Again, if you have any questions about future classes-- 2584 01:59:57,150 --> 01:59:59,650 we don't actually offer a game design degree at MIT, 2585 01:59:59,650 --> 02:00:02,150 but we do have a concentration of comparative media studies. 2586 02:00:02,150 --> 02:00:04,540 If you take any four CMS classes, 2587 02:00:04,540 --> 02:00:05,850 you get a concentration. 2588 02:00:05,850 --> 02:00:08,590 It can be from this list here. 2589 02:00:08,590 --> 02:00:10,780 There's information on your desks about other things 2590 02:00:10,780 --> 02:00:12,547 you can do with games at MIT. 2591 02:00:12,547 --> 02:00:14,880 Course six students, if you're interested in doing UAPs, 2592 02:00:14,880 --> 02:00:16,500 if you haven't thought about that, 2593 02:00:16,500 --> 02:00:18,930 start thinking about that now. 2594 02:00:18,930 --> 02:00:20,950 We could help with mentoring and advising 2595 02:00:20,950 --> 02:00:23,940 on UAP projects and other kinds of research. 2596 02:00:23,940 --> 02:00:26,320 And I'd like to give a thanks to the instructors, 2597 02:00:26,320 --> 02:00:29,285 Phillip, Sara, Andrew, for all your help 2598 02:00:29,285 --> 02:00:30,660 with running the class this year. 2599 02:00:30,660 --> 02:00:31,560 So, thanks again. 2600 02:00:31,560 --> 02:00:32,518 AUDIENCE: Thanks, Rick. 2601 02:00:32,518 --> 02:00:33,710 [APPLAUSE]