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PROFESSOR: All right, so
before we go into the stuff

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00:00:24,540 --> 00:00:28,320
that I'm going to cover
for the readings today,

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00:00:28,320 --> 00:00:31,270
I want to get a sense of
who's already found a team.

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00:00:31,270 --> 00:00:35,300
How many of you are
already in a team?

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00:00:35,300 --> 00:00:36,840
Half the class, OK.

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00:00:36,840 --> 00:00:38,760
And the rest of you,
what we're going to do

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00:00:38,760 --> 00:00:40,740
is try to solve that
problem right now

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00:00:40,740 --> 00:00:42,416
and get you in a team.

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00:00:42,416 --> 00:00:45,197
For the people who
are in teams, can you

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00:00:45,197 --> 00:00:47,880
say what mechanic
they're working with,

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00:00:47,880 --> 00:00:50,212
and how many people
you have in your team?

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00:00:53,124 --> 00:00:54,790
AUDIENCE: What if we
have two mechanics,

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00:00:54,790 --> 00:00:55,980
so we're not sure of that yet?

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00:00:55,980 --> 00:00:56,365
PROFESSOR: That's fine.

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00:00:56,365 --> 00:00:59,045
Just talk about both of them,
and then you'll figure it out,

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00:00:59,045 --> 00:00:59,670
probably today.

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00:00:59,670 --> 00:01:00,550
AUDIENCE: OK.

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00:01:00,550 --> 00:01:03,600
PROFESSOR: So what are they?

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00:01:03,600 --> 00:01:06,160
AUDIENCE: We were thinking
between either like pathfinding

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00:01:06,160 --> 00:01:08,660
or some kind of
resource management.

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00:01:08,660 --> 00:01:09,720
PROFESSOR: OK, path--

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00:01:09,720 --> 00:01:11,867
AUDIENCE: I'm sorry,
path-building.

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00:01:11,867 --> 00:01:19,862
PROFESSOR: Path-building
and resource management.

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00:01:19,862 --> 00:01:21,320
AUDIENCE: And we
have three people.

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00:01:24,762 --> 00:01:25,720
OK, so three right now,

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00:01:25,720 --> 00:01:26,520
PROFESSOR: OK.

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00:01:26,520 --> 00:01:27,240
What else?

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00:01:27,240 --> 00:01:30,236
AUDIENCE: Hidden information,
and we're four people.

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00:01:30,236 --> 00:01:32,282
PROFESSOR: Great work.

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00:01:32,282 --> 00:01:35,710
Hidden information,
so that's four.

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00:01:38,490 --> 00:01:40,682
AUDIENCE: Stealing
or like team sharing.

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00:01:40,682 --> 00:01:42,140
PROFESSOR: I'm
sorry, stealing, or?

40
00:01:42,140 --> 00:01:44,180
AUDIENCE: Or like
teammate sharing.

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00:01:44,180 --> 00:01:45,360
PROFESSOR: Team mate--?

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00:01:45,360 --> 00:01:45,785
AUDIENCE: Sharing.

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00:01:45,785 --> 00:01:46,285
[INAUDIBLE]

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00:01:46,285 --> 00:01:48,029
PROFESSOR: Oh, OK.

45
00:01:48,029 --> 00:01:52,856
So stealing or team sharing.

46
00:01:52,856 --> 00:01:54,131
I think they say team sharing.

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00:01:57,498 --> 00:01:58,941
How many people?

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00:02:01,827 --> 00:02:04,256
Is that it?

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00:02:04,256 --> 00:02:07,610
OK, and how many people
are looking for teams?

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00:02:07,610 --> 00:02:11,556
OK, one, two, three--
is your hand up?

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00:02:11,556 --> 00:02:12,097
AUDIENCE: No.

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00:02:12,097 --> 00:02:14,610
PROFESSOR: Ok, one,two,
three, four, five, six people.

53
00:02:14,610 --> 00:02:15,330
All right.

54
00:02:15,330 --> 00:02:21,830
So we could make two complete
teams out of the remaining six.

55
00:02:21,830 --> 00:02:24,660
I think that's right,
did I count that right?

56
00:02:24,660 --> 00:02:28,500
So that's what I would suggest
is that all the people who

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00:02:28,500 --> 00:02:30,930
don't have teams-- we try to
make two teams out of that,

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00:02:30,930 --> 00:02:32,885
rather than try
to join this team.

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00:02:32,885 --> 00:02:35,010
Because otherwise, we end
up with a two-person team

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00:02:35,010 --> 00:02:39,130
somewhere, and that's not good.

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00:02:39,130 --> 00:02:42,845
All right, so of the people
who aren't on a team,

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00:02:42,845 --> 00:02:46,870
we went through brainstorming
on Monday as a whole class--

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00:02:46,870 --> 00:02:49,310
I can bring up the list
again, but was there

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00:02:49,310 --> 00:02:51,690
something that you remember
from Monday that you felt

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00:02:51,690 --> 00:02:54,620
like you would like to work on?

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00:02:54,620 --> 00:02:58,015
AUDIENCE: Either
voting or bankruptcy.

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00:02:58,015 --> 00:03:01,480
[INAUDIBLE]

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00:03:01,480 --> 00:03:02,965
PROFESSOR: Bankruptcy.

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AUDIENCE: Your numbers--
there's 16 people.

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00:03:12,860 --> 00:03:15,484
You went ahead and said
there's four 4-teams and six

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00:03:15,484 --> 00:03:15,984
unassigned.

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00:03:15,984 --> 00:03:18,424
PROFESSOR: There are
six unassigned right?

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00:03:18,424 --> 00:03:20,715
AUDIENCE: But there comes a
total of four, four, three.

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00:03:20,715 --> 00:03:22,864
Someone's being
counted on two teams.

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[INAUDIBLE] When they come.

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00:03:24,280 --> 00:03:27,410
They're not here right now.

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PROFESSOR: The remaining
people who are not here,

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00:03:29,632 --> 00:03:31,340
if we have a bunch of
three-person teams,

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00:03:31,340 --> 00:03:34,360
it's a lot easier for extra
people to [INAUDIBLE].

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00:03:34,360 --> 00:03:35,750
And three-person
teams are pretty

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00:03:35,750 --> 00:03:38,900
easy to work with than
four-person teams.

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00:03:38,900 --> 00:03:40,593
Also, we'll be
working, but it'll

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00:03:40,593 --> 00:03:43,130
be a lot easier to schedule
a meeting with three of you.

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00:03:43,130 --> 00:03:45,610
So three-person teams are good.

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00:03:45,610 --> 00:03:47,910
Two is pushing it because
if someone gets sick,

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00:03:47,910 --> 00:03:50,030
you're in trouble.

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00:03:50,030 --> 00:03:50,690
Yeah?

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00:03:50,690 --> 00:03:53,064
AUDIENCE: Back to
mechanics, I was

89
00:03:53,064 --> 00:03:58,045
interested in trading, or
maybe building, or expansion.

90
00:03:58,045 --> 00:04:04,180
PROFESSOR: Trading,
building, base expansion.

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00:04:04,180 --> 00:04:05,960
AUDIENCE: To protect

92
00:04:05,960 --> 00:04:10,060
PROFESSOR: OK, so by expansion,
we mean territorial expansion.

93
00:04:10,060 --> 00:04:11,370
OK.

94
00:04:11,370 --> 00:04:15,210
Yeah, we see these three things
in one game a lot, right?

95
00:04:15,210 --> 00:04:19,510
But for this assignment, let's
see where we can deal with one.

96
00:04:19,510 --> 00:04:22,008
AUDIENCE: I'm interested in
building or area control.

97
00:04:35,952 --> 00:04:41,450
Would it be in
deception or [INAUDIBLE]

98
00:04:41,450 --> 00:04:42,680
PROFESSOR: What?

99
00:04:42,680 --> 00:04:44,230
AUDIENCE: Unfairness.

100
00:04:44,230 --> 00:04:44,830
PROFESSOR: OK.

101
00:04:44,830 --> 00:05:00,892
So All right, so here
are the different kinds

102
00:05:00,892 --> 00:05:03,100
of game mechanics that the
people who aren't assigned

103
00:05:03,100 --> 00:05:04,800
are currently--

104
00:05:04,800 --> 00:05:06,550
at least one person
is interested in them.

105
00:05:06,550 --> 00:05:07,520
So what I'm going
to do is I'm going

106
00:05:07,520 --> 00:05:09,770
to go through each one of
them, and for the people who

107
00:05:09,770 --> 00:05:11,214
aren't assigned,
put up your hand

108
00:05:11,214 --> 00:05:13,130
if you think that you
might be willing to work

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00:05:13,130 --> 00:05:15,890
on a team on that concept.

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00:05:15,890 --> 00:05:16,880
OK?

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00:05:16,880 --> 00:05:20,465
So, starting with
voting, we have--

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00:05:20,465 --> 00:05:24,660
OK so three, bankruptcy--

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00:05:24,660 --> 00:05:31,110
one, trading-- three, building--

114
00:05:31,110 --> 00:05:37,000
four, expansion-- it's
territorial expansion again--

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00:05:37,000 --> 00:05:40,286
four, back building--

116
00:05:40,286 --> 00:05:48,660
one, area control-- four,
area control and expansion

117
00:05:48,660 --> 00:05:51,350
might actually end up
beating each other then.

118
00:05:51,350 --> 00:05:58,165
Deception-- one, two, three,
four, and unfairness--

119
00:05:58,165 --> 00:05:59,560
one, OK.

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00:05:59,560 --> 00:06:02,305
So we've got a bunch of things--

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00:06:02,305 --> 00:06:05,020
I thought there was a lot
of interest in area control.

122
00:06:05,020 --> 00:06:07,042
I think I'm going to
leave that off because we

123
00:06:07,042 --> 00:06:09,740
will be revisiting the
topic later in the semester.

124
00:06:09,740 --> 00:06:12,250
So you'll get a chance
to look at these.

125
00:06:12,250 --> 00:06:14,750
So I'm going to take
these two out for now.

126
00:06:14,750 --> 00:06:19,980
I'm gonna take out all the good
ones that will make it tricky.

127
00:06:19,980 --> 00:06:22,390
That leaves us with
voting, trading, building,

128
00:06:22,390 --> 00:06:24,730
and deception.

129
00:06:24,730 --> 00:06:26,175
Of the people who
aren't assigned,

130
00:06:26,175 --> 00:06:28,997
was there one that you're
not interested with?

131
00:06:28,997 --> 00:06:31,121
Any one that you're not
interested in working with,

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00:06:31,121 --> 00:06:32,075
tell me anyways.

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00:06:38,760 --> 00:06:42,870
AUDIENCE: [INAUDIBLE]

134
00:06:42,870 --> 00:06:45,500
PROFESSOR: One,
two, three, or four.

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00:06:45,500 --> 00:06:47,220
If you're interested
in one of these,

136
00:06:47,220 --> 00:06:49,460
I think we can make
teams out of this.

137
00:06:49,460 --> 00:06:52,677
All right, so later
on in the class,

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00:06:52,677 --> 00:06:55,010
when we start the prototyping,
there's going to the time

139
00:06:55,010 --> 00:06:58,213
to actually talk
with each other.

140
00:06:58,213 --> 00:07:00,400
What I'm going to
actually suggest

141
00:07:00,400 --> 00:07:02,530
is all the people
who are not on teams

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00:07:02,530 --> 00:07:05,870
switch with the front row,
and all people who have teams,

143
00:07:05,870 --> 00:07:08,140
switch with back row.

144
00:07:08,140 --> 00:07:10,130
Probably, one corner
will also have

145
00:07:10,130 --> 00:07:15,210
to be a team that
already exists.

146
00:07:15,210 --> 00:07:17,030
So yeah, actually,
let's do that now.

147
00:07:17,030 --> 00:07:19,700
So if you're not on a
team, switch with front row

148
00:07:19,700 --> 00:07:22,922
so we can all have discussion.

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00:07:22,922 --> 00:07:26,366
[SIDE CONVERSATION]

150
00:07:38,931 --> 00:07:40,930
PROFESSOR: You might as
well sit with your teams

151
00:07:40,930 --> 00:07:43,600
if you already have one.

152
00:07:43,600 --> 00:07:46,320
Because we're going to talk
about something new together

153
00:07:46,320 --> 00:07:47,680
today.

154
00:07:47,680 --> 00:07:51,010
[SIDE CONVERSATION]

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00:07:58,510 --> 00:08:01,200
PROFESSOR: All right, for the
people who aren't in teams,

156
00:08:01,200 --> 00:08:03,440
remember the goal is trying
to make two teams out

157
00:08:03,440 --> 00:08:06,270
of this, of any combination.

158
00:08:06,270 --> 00:08:09,050
If you end up changing the
game mechanic, that's fine.

159
00:08:09,050 --> 00:08:12,320
All I'm looking for is
two teams, out of the six

160
00:08:12,320 --> 00:08:15,238
people who aren't assigned any.

161
00:08:15,238 --> 00:08:19,206
[SIDE CONVERSATION]

162
00:08:40,967 --> 00:08:42,959
PROFESSOR: Who
hasn't signed in yet?

163
00:08:42,959 --> 00:08:44,000
Who hasn't signed in yet?

164
00:08:47,637 --> 00:08:49,100
Write your name in.

165
00:08:52,100 --> 00:08:53,017
You're pre-registered?

166
00:08:53,017 --> 00:08:54,641
AUDIENCE: Yeah, and
I was there before.

167
00:08:54,641 --> 00:08:56,431
My name is on the
list the first time.

168
00:08:56,431 --> 00:08:57,680
Now my name's not on the list.

169
00:08:57,680 --> 00:09:00,060
PROFESSOR: Very weird,
something weird.

170
00:09:00,060 --> 00:09:04,157
I'll take that straight outside,
so write your name down.

171
00:09:04,157 --> 00:09:06,407
You did awesome, and I'll
take it out during the break

172
00:09:06,407 --> 00:09:08,790
and see where to
fix that problem.

173
00:09:08,790 --> 00:09:11,690
All right, so how
many of you have

174
00:09:11,690 --> 00:09:15,440
seen this presentation from me
before, in any of the 15 times

175
00:09:15,440 --> 00:09:16,960
I gave it in the past year?

176
00:09:16,960 --> 00:09:19,485
OK, all right, so
about four people.

177
00:09:22,220 --> 00:09:25,100
This is a presentation
that I give a lot.

178
00:09:25,100 --> 00:09:27,020
It's also something
that ends up getting

179
00:09:27,020 --> 00:09:32,077
covered in one of our new
classes this semester CMS301.

180
00:09:32,077 --> 00:09:34,160
This is probably gonna be
the last time I actually

181
00:09:34,160 --> 00:09:36,800
give this presentation
in CMS608 because it's

182
00:09:36,800 --> 00:09:39,610
kind of like a
really basic skill,

183
00:09:39,610 --> 00:09:43,880
we're gonna be moving
this into our intro

184
00:09:43,880 --> 00:09:45,170
classes in the future.

185
00:09:45,170 --> 00:09:50,090
But it's also the one skill
that, if you learn nothing else

186
00:09:50,090 --> 00:09:54,430
from the rest of semester, but
you still didn't come to class,

187
00:09:54,430 --> 00:09:55,520
please learn this.

188
00:09:55,520 --> 00:09:59,420
Because this is the
core skill that we're

189
00:09:59,420 --> 00:10:02,420
going to be asking
you to keep working

190
00:10:02,420 --> 00:10:04,970
and keep practicing
and keep improving on,

191
00:10:04,970 --> 00:10:05,930
all semester long.

192
00:10:05,930 --> 00:10:07,388
This is the thing
that you're going

193
00:10:07,388 --> 00:10:10,610
to be doing all semester long.

194
00:10:10,610 --> 00:10:14,720
So first of all, that's
kind of jumping the gun.

195
00:10:14,720 --> 00:10:18,450
Let me take a step back.

196
00:10:18,450 --> 00:10:20,902
What's a prototype?

197
00:10:20,902 --> 00:10:22,893
It's in the reading.

198
00:10:22,893 --> 00:10:25,017
AUDIENCE: Like a basic
thing you just toss together

199
00:10:25,017 --> 00:10:26,150
to illustrate a concept.

200
00:10:26,150 --> 00:10:27,816
PROFESSOR: To illustrate
a concept, yep.

201
00:10:30,515 --> 00:10:35,365
AUDIENCE: Isn't that supposed
to do one mechanic and reiterate

202
00:10:35,365 --> 00:10:35,961
that one.

203
00:10:35,961 --> 00:10:37,710
PROFESSOR: For game,
it could be something

204
00:10:37,710 --> 00:10:42,970
that just tests one
mechanic or concept,

205
00:10:42,970 --> 00:10:45,244
and then, you have to
reiterate on it, sure.

206
00:10:45,244 --> 00:10:47,702
AUDIENCE: Something you just
put out there to get feedback.

207
00:10:47,702 --> 00:10:49,930
PROFESSOR: Yeah, to
just sort of like gauge

208
00:10:49,930 --> 00:10:51,928
how other people are
going to respond to it.

209
00:10:51,928 --> 00:10:54,136
AUDIENCE: In general, It's
just an unfinished version

210
00:10:54,136 --> 00:10:56,694
of the game.

211
00:10:56,694 --> 00:10:57,860
PROFESSOR: It is unfinished.

212
00:10:57,860 --> 00:10:59,850
It is not like your
shipping product.

213
00:10:59,850 --> 00:11:01,680
At no point you see
it a shipping product.

214
00:11:01,680 --> 00:11:04,796
AUDIENCE: I'd say it's that
first version of anything, that

215
00:11:04,796 --> 00:11:07,968
was specifically built
just to test that thing,

216
00:11:07,968 --> 00:11:10,190
rather than to have a product.

217
00:11:10,190 --> 00:11:12,120
PROFESSOR: Again,
just to test an idea,

218
00:11:12,120 --> 00:11:14,480
to test whether something
could work, and, sir,

219
00:11:14,480 --> 00:11:17,119
you said first version
could be an early generation

220
00:11:17,119 --> 00:11:18,872
of something.

221
00:11:18,872 --> 00:11:24,660
AUDIENCE: I was gonna say
like a minimum usable--

222
00:11:24,660 --> 00:11:27,530
PROFESSOR: Something that
you can actually use, not

223
00:11:27,530 --> 00:11:29,730
like a sketch of a game.

224
00:11:29,730 --> 00:11:34,264
An actual game that
you can actually play.

225
00:11:34,264 --> 00:11:35,590
Anything else?

226
00:11:35,590 --> 00:11:39,370
I thought I saw a
hand back there.

227
00:11:39,370 --> 00:11:42,430
I think [INAUDIBLE] is getting
kind of a good sense of what

228
00:11:42,430 --> 00:11:43,660
a prototype is.

229
00:11:43,660 --> 00:11:45,550
You probably
encountered prototyping

230
00:11:45,550 --> 00:11:47,680
in some other classes--

231
00:11:47,680 --> 00:11:52,580
a lot of engineering
classes involve prototyping.

232
00:11:52,580 --> 00:11:53,860
It is this unfinished thing.

233
00:11:53,860 --> 00:11:58,660
It is not meant to be an
iteration of something

234
00:11:58,660 --> 00:12:00,130
that you're actually
going to ship.

235
00:12:00,130 --> 00:12:02,300
Now, in this class,
a lot of things

236
00:12:02,300 --> 00:12:04,030
that you're going
to end up building

237
00:12:04,030 --> 00:12:09,760
are building towards a
finished class assignment--

238
00:12:09,760 --> 00:12:13,800
the thing that you hand in that
meets all of the criteria, that

239
00:12:13,800 --> 00:12:16,660
has all the rules, and if you
put in front of someone who's

240
00:12:16,660 --> 00:12:18,380
never seen a game
before, they should

241
00:12:18,380 --> 00:12:19,910
be able to figure it out.

242
00:12:19,910 --> 00:12:22,660
However, the very first
assignment, it's pretty

243
00:12:22,660 --> 00:12:24,550
build a prototype.

244
00:12:24,550 --> 00:12:28,770
You're testing out
one single mechanic.

245
00:12:28,770 --> 00:12:31,085
And the question that you
should be asking yourself

246
00:12:31,085 --> 00:12:32,710
is, what are all the
different things I

247
00:12:32,710 --> 00:12:34,220
can do with this one mechanic?

248
00:12:34,220 --> 00:12:37,040
And then, you can just deep
dive into this one big open

249
00:12:37,040 --> 00:12:38,660
question.

250
00:12:38,660 --> 00:12:44,510
And you're gonna end up choosing
that question for yourself,

251
00:12:44,510 --> 00:12:47,160
but as an investigation.

252
00:12:47,160 --> 00:12:51,880
And prototyping is a tool to
help you investigate something,

253
00:12:51,880 --> 00:12:54,870
that is going to help you build
your final game in the end.

254
00:12:54,870 --> 00:12:57,580
So think of assignment
1 as an exercise

255
00:12:57,580 --> 00:13:00,220
that's actually going to
help you build assignments

256
00:13:00,220 --> 00:13:01,610
2 an assignment 3.

257
00:13:01,610 --> 00:13:03,880
Even though we are asking
for things like rules

258
00:13:03,880 --> 00:13:07,360
that we can read, but
for the most part,

259
00:13:07,360 --> 00:13:11,710
this can be very
sketchy, very unpolished.

260
00:13:11,710 --> 00:13:13,960
If we can play it,
if we can use it,

261
00:13:13,960 --> 00:13:18,370
I think someone said
minimum usable product--

262
00:13:18,370 --> 00:13:20,980
to be able to see the ideas
that you're working with,

263
00:13:20,980 --> 00:13:23,520
that's good enough.

264
00:13:23,520 --> 00:13:27,850
Do spell check your
work, that would be nice.

265
00:13:27,850 --> 00:13:31,380
But some of the reasons on
why you want a prototype--

266
00:13:31,380 --> 00:13:33,970
where are my slides notes?

267
00:13:33,970 --> 00:13:35,534
Just one second--

268
00:13:35,534 --> 00:13:36,450
I have no slide notes.

269
00:13:36,450 --> 00:13:38,185
OK.

270
00:13:38,185 --> 00:13:40,680
So some of the reasons for
why you want a prototype--

271
00:13:40,680 --> 00:13:43,430
we already talked about
getting feedback--

272
00:13:43,430 --> 00:13:46,360
being able to put it in front of
people who may not necessarily

273
00:13:46,360 --> 00:13:51,310
have seen your game before,
but may be [INAUDIBLE]

274
00:13:51,310 --> 00:13:52,750
of an audience--

275
00:13:52,750 --> 00:13:54,547
to be able to get their opinion.

276
00:13:54,547 --> 00:13:56,380
Put it in front of
instructors who may never

277
00:13:56,380 --> 00:13:58,930
have seen other version of
the game before or maybe

278
00:13:58,930 --> 00:14:01,660
have seen the game, to be
able to get their feedback.

279
00:14:01,660 --> 00:14:03,372
Or other designers
or guests that we

280
00:14:03,372 --> 00:14:05,830
might be bringing in-- you want
to be able to put something

281
00:14:05,830 --> 00:14:07,990
in front of everyone
who knows something

282
00:14:07,990 --> 00:14:11,740
about games to be able to
get their critique, right?

283
00:14:11,740 --> 00:14:14,620
But the earlier and cheaper
part is the important part.

284
00:14:14,620 --> 00:14:17,350
You want to be trying
to get feedback,

285
00:14:17,350 --> 00:14:25,640
as quickly as possible, in
your game development process.

286
00:14:25,640 --> 00:14:29,080
The earlier you manage
to get new information

287
00:14:29,080 --> 00:14:34,040
into whether your ideas are
working out or even appealing,

288
00:14:34,040 --> 00:14:37,190
then the cheaper it
is to make changes.

289
00:14:37,190 --> 00:14:40,400
So for instance, you've got a
great idea for one of the game

290
00:14:40,400 --> 00:14:46,010
mechanic, and it turns out
that everyone else on the team

291
00:14:46,010 --> 00:14:47,480
absolutely hates it.

292
00:14:47,480 --> 00:14:49,190
But you'd rather
find out about that

293
00:14:49,190 --> 00:14:51,370
on the first day of meeting
up with your team, than,

294
00:14:51,370 --> 00:14:55,040
say, two weeks into the project.

295
00:14:55,040 --> 00:14:57,370
That would be very useful
information because--

296
00:14:57,370 --> 00:15:01,480
OK, I came up with other ideas.

297
00:15:01,480 --> 00:15:04,525
Are you on a team?

298
00:15:04,525 --> 00:15:05,150
You are a team.

299
00:15:05,150 --> 00:15:08,220
Awesome, OK.

300
00:15:08,220 --> 00:15:11,572
So I thought you weren't
able to get on a team.

301
00:15:11,572 --> 00:15:13,780
The other thing you are
trying to do with a prototype

302
00:15:13,780 --> 00:15:18,505
is to try a lot of different
approaches to the same problem,

303
00:15:18,505 --> 00:15:21,470
to experiment a lot of
alternative solutions.

304
00:15:21,470 --> 00:15:23,632
One thing that often
happens in design teams,

305
00:15:23,632 --> 00:15:25,340
professional design
teams, amateur design

306
00:15:25,340 --> 00:15:28,440
teams in school or outside--

307
00:15:28,440 --> 00:15:30,870
the people like to talk
there, as you know.

308
00:15:30,870 --> 00:15:35,969
They love to make sketches,
they love to theorize about--

309
00:15:35,969 --> 00:15:38,510
well, it worked in this game,
so it should work in our game--

310
00:15:38,510 --> 00:15:43,750
I really like that, or i
really hate that in this game.

311
00:15:43,750 --> 00:15:47,310
This offends me on some
sort of primal way--

312
00:15:47,310 --> 00:15:50,950
a game designer could
explain it to you

313
00:15:50,950 --> 00:15:55,930
verbally in about an hour or so.

314
00:15:55,930 --> 00:15:59,630
And that just wastes
a lot of time,

315
00:15:59,630 --> 00:16:01,532
especially in a
class like this when

316
00:16:01,532 --> 00:16:03,240
you have these very
tight deadlines to be

317
00:16:03,240 --> 00:16:04,870
able to get something working.

318
00:16:04,870 --> 00:16:07,730
You don't really want to be
spending a whole lot of time

319
00:16:07,730 --> 00:16:09,190
talking things out.

320
00:16:09,190 --> 00:16:14,192
You want to get actual answers
as quickly as possible.

321
00:16:14,192 --> 00:16:16,150
And one thing nice about
prototypes, especially

322
00:16:16,150 --> 00:16:17,280
on the multi-person
teams is that can

323
00:16:17,280 --> 00:16:18,660
make multiple prototypes.

324
00:16:18,660 --> 00:16:20,950
It just has a whole bunch
of different ideas out.

325
00:16:20,950 --> 00:16:25,420
If solution a is
better than solution b,

326
00:16:25,420 --> 00:16:28,740
well, instead of
arguing about-- well,

327
00:16:28,740 --> 00:16:30,850
theoretically solution a
is better than solution

328
00:16:30,850 --> 00:16:34,580
b, why not just prototype both
of them and just play them.

329
00:16:34,580 --> 00:16:37,990
You'll get an answer very,
very quickly among you,

330
00:16:37,990 --> 00:16:42,240
and all of your
teammates can see.

331
00:16:42,240 --> 00:16:46,259
And it makes it special
and actually more fruitful

332
00:16:46,259 --> 00:16:47,800
because you're
working with evidence,

333
00:16:47,800 --> 00:16:54,610
as opposed to working with
just theoretical notes.

334
00:16:54,610 --> 00:16:56,985
Another thing about prototypes
is that, again, prototypes

335
00:16:56,985 --> 00:16:59,660
are not your shipping product,
which means you should always

336
00:16:59,660 --> 00:17:01,205
be willing to throw it away.

337
00:17:01,205 --> 00:17:03,280
The less time you spend
making a prototype,

338
00:17:03,280 --> 00:17:05,921
the easier it is
to just discard it.

339
00:17:05,921 --> 00:17:14,050
With looks, the uglier
and sketchier it is,

340
00:17:14,050 --> 00:17:15,550
the easier it is to abandon it.

341
00:17:15,550 --> 00:17:17,900
And you need to be able
to abandon prototypes.

342
00:17:17,900 --> 00:17:20,720
You need to be able to say
this just isn't working,

343
00:17:20,720 --> 00:17:23,470
and I'm fine with that-- the
whole team is fine with that.

344
00:17:23,470 --> 00:17:26,480
You spent 30 minutes
taking this thing,

345
00:17:26,480 --> 00:17:28,551
we can afford to lose
those 30 minutes.

346
00:17:28,551 --> 00:17:30,800
Which means you need to be
making stuff either really,

347
00:17:30,800 --> 00:17:34,799
really fast and really,
really shoddily.

348
00:17:34,799 --> 00:17:36,590
You don't want to be
spending a lot of time

349
00:17:36,590 --> 00:17:39,320
making a polished prototype.

350
00:17:39,320 --> 00:17:44,720
So your goals that I am
setting up for you when you're

351
00:17:44,720 --> 00:17:46,460
going into prototyping--
today we're

352
00:17:46,460 --> 00:17:48,710
actually going to start
prototyping the games

353
00:17:48,710 --> 00:17:53,730
that you're going to eventually
hand in for Assignment 1.

354
00:17:53,730 --> 00:17:55,220
We need to find the [INAUDIBLE].

355
00:17:55,220 --> 00:18:00,860
All of these game mechanics, the
mechanics that the teams have

356
00:18:00,860 --> 00:18:05,840
already chosen, and the
mechanics that the teams will

357
00:18:05,840 --> 00:18:07,190
end up choosing--

358
00:18:07,190 --> 00:18:12,590
all of them have fun and
un-fun implementations.

359
00:18:12,590 --> 00:18:14,600
I can think of a
whole bunch of ways

360
00:18:14,600 --> 00:18:21,470
to make building go at
a really plodding pace,

361
00:18:21,470 --> 00:18:23,680
to make it so that you
can never really get

362
00:18:23,680 --> 00:18:25,410
any progress, and
things like that.

363
00:18:25,410 --> 00:18:28,880
And you can come up with really,
really nice implementations

364
00:18:28,880 --> 00:18:32,640
that are just going to engage
everyone around the table--

365
00:18:32,640 --> 00:18:34,376
they're gonna have a good time.

366
00:18:34,376 --> 00:18:37,060
Fun doesn't necessarily
mean everyone's happy.

367
00:18:37,060 --> 00:18:43,130
It's like a game where,
deception for instance--

368
00:18:43,130 --> 00:18:46,010
it's like you're playing
around with that mechanic,

369
00:18:46,010 --> 00:18:48,340
and you feel like
you're just being

370
00:18:48,340 --> 00:18:49,630
an asshole to other people.

371
00:18:49,630 --> 00:18:51,700
But that's what the
game's actually about.

372
00:18:54,852 --> 00:18:59,930
You are trying to be deceptive
to other people-- maybe not

373
00:18:59,930 --> 00:19:03,980
necessarily without
them realizing it.

374
00:19:03,980 --> 00:19:05,970
But then, [INAUDIBLE]
experience,

375
00:19:05,970 --> 00:19:09,950
that engages you
and sort of puts you

376
00:19:09,950 --> 00:19:12,680
in the persona of what
the designers were

377
00:19:12,680 --> 00:19:13,435
trying to achieve.

378
00:19:13,435 --> 00:19:15,350
Then, that's engaging.

379
00:19:15,350 --> 00:19:16,847
That's good.

380
00:19:16,847 --> 00:19:18,430
If it's something
that puts people off

381
00:19:18,430 --> 00:19:21,470
from ever playing
the game again, then,

382
00:19:21,470 --> 00:19:23,990
you might want to
re-evaluate that.

383
00:19:23,990 --> 00:19:26,964
But there is some value
in games that you're only

384
00:19:26,964 --> 00:19:28,980
gonna play once.

385
00:19:28,980 --> 00:19:32,330
I'm not going to be very
dogmatic about that.

386
00:19:32,330 --> 00:19:34,430
What I want you to do
throughout the prototyping

387
00:19:34,430 --> 00:19:38,390
process is figure out,
of those game mechanics,

388
00:19:38,390 --> 00:19:42,540
what are the fun and engaging
things that you can do,

389
00:19:42,540 --> 00:19:47,680
and what are some of the
less fun implementations?

390
00:19:47,680 --> 00:19:51,440
If you don't find anything
that's not working,

391
00:19:51,440 --> 00:19:53,510
then, I don't think you're
looking hard enough.

392
00:19:53,510 --> 00:19:55,982
You need to be looking
really hard to--

393
00:19:55,982 --> 00:19:57,690
What you should be
finding is whole bunch

394
00:19:57,690 --> 00:20:00,650
of things that don't work,
and a few little gems that do.

395
00:20:04,967 --> 00:20:07,300
The other thing that I want
you to do with the prototype

396
00:20:07,300 --> 00:20:09,470
is use the prototypes
to communicate

397
00:20:09,470 --> 00:20:13,760
to the rest of your team about
where your ideas are going.

398
00:20:13,760 --> 00:20:17,780
As you work in your team, if you
want other people on your team

399
00:20:17,780 --> 00:20:21,170
to understand the ideas
that you have in your head,

400
00:20:21,170 --> 00:20:23,380
try making a prototype
to communicate that.

401
00:20:23,380 --> 00:20:26,060
This is this thing
that I did last night,

402
00:20:26,060 --> 00:20:27,990
I bring it into
the team meeting--

403
00:20:27,990 --> 00:20:30,710
together let's play this
for like five minutes.

404
00:20:30,710 --> 00:20:32,720
And then, you'll
understand what I

405
00:20:32,720 --> 00:20:37,700
think is interesting about
voting, for instance.

406
00:20:37,700 --> 00:20:41,930
And your team may have a
completely different idea

407
00:20:41,930 --> 00:20:45,140
about what they heard, about
where they wanted the game

408
00:20:45,140 --> 00:20:48,111
to go, but this is a very
effective communication tool.

409
00:20:48,111 --> 00:20:50,110
When you're actually
designing games, especially

410
00:20:50,110 --> 00:20:54,190
for assignment 2,
and assignment 3,

411
00:20:54,190 --> 00:20:58,360
we are trying to hit some sort
of desire, external aesthetic.

412
00:21:02,130 --> 00:21:05,710
The final assignment is going
to be for our client's needs--

413
00:21:05,710 --> 00:21:10,070
then, you are working on
some sort of external spec.

414
00:21:10,070 --> 00:21:13,370
But then, you also
need to communicate

415
00:21:13,370 --> 00:21:16,480
within your own team on how
you're interpreting that spec.

416
00:21:16,480 --> 00:21:20,890
That requirement, that
request, from external party

417
00:21:20,890 --> 00:21:23,400
in this class will
be on structures.

418
00:21:23,400 --> 00:21:26,060
Now, if I say make a game
that is going to get you

419
00:21:26,060 --> 00:21:30,200
to a certain aesthetic,
which is assignment 2, then

420
00:21:30,200 --> 00:21:33,240
how do you think the
team should start even

421
00:21:33,240 --> 00:21:34,950
proceeding in that direction?

422
00:21:34,950 --> 00:21:37,340
Communicate that
using your prototypes.

423
00:21:37,340 --> 00:21:40,480
It can be very, very difficult
to get those ideas out

424
00:21:40,480 --> 00:21:41,200
otherwise.

425
00:21:44,884 --> 00:21:47,300
The third thing that I want
you to do with your prototypes

426
00:21:47,300 --> 00:21:49,780
is to take it
outside of your team.

427
00:21:49,780 --> 00:21:51,720
Today is going to be
very easy because we

428
00:21:51,720 --> 00:21:56,650
have a room full of
people who are hopefully

429
00:21:56,650 --> 00:21:58,140
eager to help each other out.

430
00:21:58,140 --> 00:22:00,598
And they're going to end up
playing each other's prototypes

431
00:22:00,598 --> 00:22:01,615
by the end of class.

432
00:22:01,615 --> 00:22:03,840
That's only gonna
last for one class

433
00:22:03,840 --> 00:22:07,800
because, as of the end of
today's class, all of you

434
00:22:07,800 --> 00:22:10,800
are going to know too much
about each other's projects

435
00:22:10,800 --> 00:22:13,650
to actually be good
testers in the future.

436
00:22:13,650 --> 00:22:16,020
So I want you to take
it to people outside

437
00:22:16,020 --> 00:22:22,870
of class-- your dormmates,
your friends and family.

438
00:22:22,870 --> 00:22:26,610
Email them stuff if
they're at home--

439
00:22:26,610 --> 00:22:31,960
take it to the library or the
student center or something.

440
00:22:31,960 --> 00:22:34,700
Offer people free
tacos or something

441
00:22:34,700 --> 00:22:37,656
to play your game for five
minutes, that sort of thing.

442
00:22:42,007 --> 00:22:43,590
It's very, very
important to make sure

443
00:22:43,590 --> 00:22:44,970
that you're getting
feedback from people

444
00:22:44,970 --> 00:22:46,020
who are not on your team.

445
00:22:46,020 --> 00:22:48,957
Of course, the instructors--

446
00:22:48,957 --> 00:22:50,040
it's not just gonna be us.

447
00:22:50,040 --> 00:22:52,414
We're gonna grab people from
the game lab to come in here

448
00:22:52,414 --> 00:22:54,930
and play your games and
give you feedback of them.

449
00:22:54,930 --> 00:22:56,640
So occasionally,
we'll just bring

450
00:22:56,640 --> 00:22:58,745
in new people who haven't
seen your game before,

451
00:22:58,745 --> 00:23:00,357
but don't count
on us doing that.

452
00:23:00,357 --> 00:23:02,440
You should be doing that
as part of your homework.

453
00:23:02,440 --> 00:23:07,440
That is the process
of prototyping.

454
00:23:07,440 --> 00:23:13,990
OK, before I go down
that shopping list,

455
00:23:13,990 --> 00:23:16,080
any questions so far
about what we're trying

456
00:23:16,080 --> 00:23:19,380
to achieve with prototyping?

457
00:23:19,380 --> 00:23:20,210
OK.

458
00:23:20,210 --> 00:23:22,900
Again, Assignment 1 is going to
be a lot more about prototyping

459
00:23:22,900 --> 00:23:26,040
than making the full game.

460
00:23:26,040 --> 00:23:27,985
Investigating one
single game mechanic

461
00:23:27,985 --> 00:23:29,360
is something that
you're probably

462
00:23:29,360 --> 00:23:31,318
actually gonna end up
doing for both Assignment

463
00:23:31,318 --> 00:23:32,850
2 and Assignment 3.

464
00:23:32,850 --> 00:23:34,770
Because it's like,
hey, this is the way

465
00:23:34,770 --> 00:23:37,410
how I think we can fulfill the
requirements of the assignment,

466
00:23:37,410 --> 00:23:38,940
and then, you're
gonna investigate

467
00:23:38,940 --> 00:23:41,018
several different
mechanics to get

468
00:23:41,018 --> 00:23:43,160
to building your final game.

469
00:23:43,160 --> 00:23:47,670
So think of Assignment 1 as
the prototyping assignment.

470
00:23:47,670 --> 00:23:50,160
Let's talk about what
we've got for you today--

471
00:23:50,160 --> 00:23:51,900
things that we recommend
for prototyping

472
00:23:51,900 --> 00:23:55,040
include large sheets of paper.

473
00:23:55,040 --> 00:23:58,244
Here are a couple
of preprinted maps--

474
00:23:58,244 --> 00:23:59,910
there's a hex grid on one side.

475
00:23:59,910 --> 00:24:05,768
There's a regular horizontal
and vertical grid--

476
00:24:05,768 --> 00:24:07,166
is there a word for it?

477
00:24:07,166 --> 00:24:13,540
Cartesian?-- square grid.

478
00:24:13,540 --> 00:24:18,100
These are, I think,
two centimeter squares,

479
00:24:18,100 --> 00:24:21,900
which is also the size of
some of the wooden blocks

480
00:24:21,900 --> 00:24:22,670
that we've got.

481
00:24:28,050 --> 00:24:30,380
I think the hexagons are
also two centimeters if you

482
00:24:30,380 --> 00:24:34,500
to take them horizontally.

483
00:24:34,500 --> 00:24:35,900
So you can print these.

484
00:24:35,900 --> 00:24:40,942
These are all actually available
in PDF on our class website--

485
00:24:40,942 --> 00:24:42,750
the prototyping maps.

486
00:24:42,750 --> 00:24:46,650
There's a second version of
these maps that has marks.

487
00:24:46,650 --> 00:24:49,646
It has just a bunch
of lines in bold.

488
00:24:49,646 --> 00:24:51,020
It's exactly the
same map, but it

489
00:24:51,020 --> 00:24:56,410
has a few things
boldfaced to help figure

490
00:24:56,410 --> 00:24:59,336
out what a square in
here actually looks like,

491
00:24:59,336 --> 00:25:01,960
if you want to use a [INAUDIBLE]
track, or something like that.

492
00:25:01,960 --> 00:25:04,250
I like these better.

493
00:25:04,250 --> 00:25:05,930
I know Rick likes
the other one better,

494
00:25:05,930 --> 00:25:09,840
so we put both up
for you to download.

495
00:25:09,840 --> 00:25:12,426
Let's see, what
else do you need?

496
00:25:12,426 --> 00:25:12,926
Dice.

497
00:25:16,085 --> 00:25:20,130
There's a big box of dice,
6-sided dice, 12-sided dice.

498
00:25:20,130 --> 00:25:22,800
Has anyone ever used
a 12-sided dice?

499
00:25:22,800 --> 00:25:23,300
Really?

500
00:25:23,300 --> 00:25:25,075
What are they good for?

501
00:25:25,075 --> 00:25:25,950
AUDIENCE: [INAUDIBLE]

502
00:25:25,950 --> 00:25:27,770
PROFESSOR:
[INAUDIBLE] does d12s?

503
00:25:27,770 --> 00:25:28,440
AUDIENCE: Yeah

504
00:25:28,440 --> 00:25:29,610
PROFESSOR: OK.

505
00:25:29,610 --> 00:25:31,670
I know they do that d20s a lot.

506
00:25:31,670 --> 00:25:34,300
But, OK.

507
00:25:34,300 --> 00:25:36,390
10-sided dice, 8-sided dice--

508
00:25:40,230 --> 00:25:41,650
If you ever buy
dice for yourself,

509
00:25:41,650 --> 00:25:45,210
a tip is to get them from
kindergarten suppliers,

510
00:25:45,210 --> 00:25:46,620
rather than from gaming stores.

511
00:25:46,620 --> 00:25:49,930
Gaming stores will probably
cost about 10 times as much.

512
00:25:49,930 --> 00:25:54,390
This box cost me about
$12, plus the box.

513
00:25:54,390 --> 00:25:58,640
You get a nice
little [INAUDIBLE],

514
00:25:58,640 --> 00:26:03,030
Dice are good for
randomizing, obviously.

515
00:26:03,030 --> 00:26:07,110
I do not suggest using dice
to keep track of numbers.

516
00:26:07,110 --> 00:26:09,480
So say you've got a
number that increments

517
00:26:09,480 --> 00:26:11,880
anywhere between 0 to 20--

518
00:26:11,880 --> 00:26:14,880
sorry, 0 to 19, or 1 to 20.

519
00:26:14,880 --> 00:26:17,116
Don't use a 20-sided die
to keep track of the thing

520
00:26:17,116 --> 00:26:18,990
because it's very easy
to lose that stat just

521
00:26:18,990 --> 00:26:21,270
by a flick off your hand.

522
00:26:21,270 --> 00:26:24,266
Just grab a piece of loose
newspaper or something,

523
00:26:24,266 --> 00:26:25,640
and just write
down that number--

524
00:26:25,640 --> 00:26:26,790
if you need to keep
track of stats.

525
00:26:26,790 --> 00:26:28,470
Don't use dice to
keep track of stats.

526
00:26:28,470 --> 00:26:31,020
But dice are good
for randomizing,

527
00:26:31,020 --> 00:26:32,520
they can be used
sometimes as tokens

528
00:26:32,520 --> 00:26:36,150
that move around in a pinch.

529
00:26:36,150 --> 00:26:38,970
So you can use
dice to do things,

530
00:26:38,970 --> 00:26:42,120
like one die is the tens,
and one die is the ones.

531
00:26:42,120 --> 00:26:46,770
So I rolled two
10-sided dice, and then,

532
00:26:46,770 --> 00:26:51,580
it's going to give me a
number between 1 and 99--

533
00:26:51,580 --> 00:26:53,850
no, 00 and 99.

534
00:26:53,850 --> 00:26:54,350
Yeah.

535
00:26:57,840 --> 00:27:01,330
Index cards-- we've
got white ones in here,

536
00:27:01,330 --> 00:27:04,140
we've got colored ones in here.

537
00:27:06,650 --> 00:27:09,690
They sell index cards that are
a little bit closer to playing

538
00:27:09,690 --> 00:27:12,660
cards size, but remember
the rule of keeping things

539
00:27:12,660 --> 00:27:14,780
big-- big sheets of paper.

540
00:27:14,780 --> 00:27:17,600
I'll go in a little
bit more detail

541
00:27:17,600 --> 00:27:20,827
of why you want to do that.

542
00:27:20,827 --> 00:27:22,410
But if you're making
like a card game,

543
00:27:22,410 --> 00:27:24,290
I would actually suggest
using index cards.

544
00:27:24,290 --> 00:27:26,373
They are a little bit
harder to hold in your hand.

545
00:27:26,373 --> 00:27:28,530
It's difficult to keep a
whole bunch of index cards

546
00:27:28,530 --> 00:27:31,098
in your hand, like a fan.

547
00:27:31,098 --> 00:27:33,340
AUDIENCE: They're hard to
shuffle too after a while.

548
00:27:33,340 --> 00:27:35,381
PROFESSOR: Yeah, they're
hard to shuffle as well.

549
00:27:35,381 --> 00:27:38,700
But for prototyping, not
only are they cheap--

550
00:27:38,700 --> 00:27:41,040
we talked a little
bit about doing things

551
00:27:41,040 --> 00:27:44,360
cheaply and very disposable.

552
00:27:44,360 --> 00:27:46,410
Those are larger because
it's easier for you

553
00:27:46,410 --> 00:27:49,810
to actually see when
you're prototyping.

554
00:27:49,810 --> 00:27:53,239
And I'll get into some
value of why you want to--

555
00:27:53,239 --> 00:27:55,530
a few more reasons of why
you want to be keeping things

556
00:27:55,530 --> 00:27:58,110
as big as possible.

557
00:27:58,110 --> 00:27:59,775
Post-it notes are not in here.

558
00:27:59,775 --> 00:28:01,730
They are in those boxes.

559
00:28:01,730 --> 00:28:05,660
Post-it glue and notepads--

560
00:28:05,660 --> 00:28:08,240
by notepads, I mean
stuff like this.

561
00:28:08,240 --> 00:28:10,650
Gets people to keep
track of stats.

562
00:28:10,650 --> 00:28:13,980
We've got pencils, and we've
got markers and pens in there,

563
00:28:13,980 --> 00:28:14,735
as well.

564
00:28:14,735 --> 00:28:17,600
Post-it glue- if
you haven't see it,

565
00:28:17,600 --> 00:28:19,350
I'm pretty sure it's
in one of the boxes--

566
00:28:19,350 --> 00:28:23,770
it looks just like a regular
glue stick, but it's blue.

567
00:28:23,770 --> 00:28:25,728
I might only have
some in my office.

568
00:28:28,224 --> 00:28:30,890
Basically, it takes any piece of
paper and turns into a Post-it.

569
00:28:30,890 --> 00:28:33,630
It makes it into sort
of a restickable piece.

570
00:28:33,630 --> 00:28:37,110
And not only is that useful for
the brainstorming phase, where

571
00:28:37,110 --> 00:28:39,600
you can take index cards
and turn them into Post-its

572
00:28:39,600 --> 00:28:41,370
and stick them up
in a wall, they're

573
00:28:41,370 --> 00:28:44,190
really handy for prototyping
because you can lay things out,

574
00:28:44,190 --> 00:28:45,960
say on a desk or on
a sheet of paper.

575
00:28:45,960 --> 00:28:50,250
And it won't just go
flying if somebody sneezes.

576
00:28:50,250 --> 00:28:52,110
You can sort of keep
things in place.

577
00:28:52,110 --> 00:28:56,670
If you've never done prototyping
for, say a user interface

578
00:28:56,670 --> 00:28:58,590
on a piece of computer
software, it can also

579
00:28:58,590 --> 00:28:59,700
be really, really handy.

580
00:28:59,700 --> 00:29:02,130
Because you can cut
out pieces of paper

581
00:29:02,130 --> 00:29:05,100
that are exactly the
size of your menu bar

582
00:29:05,100 --> 00:29:07,550
or your window, or whatever.

583
00:29:07,550 --> 00:29:11,690
Just use the glue stick, make
them replaceable and sticky,

584
00:29:11,690 --> 00:29:16,904
and you can place them anywhere
on another sheet of paper.

585
00:29:16,904 --> 00:29:18,570
Pencils, pens, markers,
scissors, tape--

586
00:29:18,570 --> 00:29:22,170
that should be obvious why
you want all of those things.

587
00:29:22,170 --> 00:29:30,680
Gamebits-- some of you saw some
of these in last week's games.

588
00:29:30,680 --> 00:29:34,320
These are sort of
stackable counters.

589
00:29:34,320 --> 00:29:36,120
We have the cubes.

590
00:29:36,120 --> 00:29:38,910
You can also dice for gamebits.

591
00:29:38,910 --> 00:29:41,580
You can also use pieces
from other games.

592
00:29:41,580 --> 00:29:43,770
You don't necessarily have
to restrict your ideas

593
00:29:43,770 --> 00:29:44,910
to what we give you.

594
00:29:44,910 --> 00:29:48,638
Those, I believe,
are rubber animals--

595
00:29:48,638 --> 00:29:51,420
often end up being used
in tactical combat games,

596
00:29:51,420 --> 00:29:52,302
for some reason.

597
00:29:52,302 --> 00:29:53,760
I don't know why
people always want

598
00:29:53,760 --> 00:29:57,662
to tape the [INAUDIBLE] duct
tape, [INAUDIBLE] right.

599
00:29:57,662 --> 00:30:00,720
Just don't stand up,
that's the problem.

600
00:30:00,720 --> 00:30:02,310
That is the problem with our--

601
00:30:02,310 --> 00:30:05,750
we have a whole bunch of
little rubberized animals,

602
00:30:05,750 --> 00:30:07,710
and they don't
stand up very well.

603
00:30:07,710 --> 00:30:09,497
They do tend to tip over.

604
00:30:09,497 --> 00:30:11,580
We also have a whole bunch
of rubberized vehicles,

605
00:30:11,580 --> 00:30:14,060
and those tend to be a
little bit more stable.

606
00:30:14,060 --> 00:30:16,140
So keep that in mind
before you decide, oh, I

607
00:30:16,140 --> 00:30:20,010
have to use this chicken piece.

608
00:30:20,010 --> 00:30:24,350
Kindergarten counters, things I
use to teach kids how to count,

609
00:30:24,350 --> 00:30:29,624
make great, great
covers for your design.

610
00:30:29,624 --> 00:30:31,705
AUDIENCE: [INAUDIBLE]

611
00:30:31,705 --> 00:30:34,200
PROFESSOR: Oh, you mean,
like the ideas right there--

612
00:30:34,200 --> 00:30:36,360
different colors on your side.

613
00:30:36,360 --> 00:30:39,732
So you can use them for
currency in your game,

614
00:30:39,732 --> 00:30:41,440
for keeping track of
points-- another way

615
00:30:41,440 --> 00:30:46,590
to keep track of a status--
just give people pieces

616
00:30:46,590 --> 00:30:47,880
that help them keep count.

617
00:30:52,140 --> 00:30:55,230
Your phone camera is
extremely useful in keeping

618
00:30:55,230 --> 00:30:58,470
an archive of your work, of
keeping track of your game

619
00:30:58,470 --> 00:31:02,710
and play, keeping track of
who has what hand at any given

620
00:31:02,710 --> 00:31:03,210
time.

621
00:31:03,210 --> 00:31:06,000
It's really, really
easy, and a lot of phones

622
00:31:06,000 --> 00:31:09,600
now have a resolution, that
you can sort of reliably

623
00:31:09,600 --> 00:31:12,531
use them to keep a
record of your work--

624
00:31:12,531 --> 00:31:14,280
way easier than trying
to start everything

625
00:31:14,280 --> 00:31:16,650
on the photocopy machine.

626
00:31:16,650 --> 00:31:19,510
So I used to recommend
using a photocopier,

627
00:31:19,510 --> 00:31:24,660
but now, just take lots of
shots with your phone camera

628
00:31:24,660 --> 00:31:27,750
while you are working.

629
00:31:27,750 --> 00:31:30,910
So you want to be keeping
your prototypes rough.

630
00:31:30,910 --> 00:31:33,350
You want to be using
hand-drawn materials,

631
00:31:33,350 --> 00:31:37,020
trying not to immediately go
to opening up a Google doc

632
00:31:37,020 --> 00:31:40,780
and creating a spreadsheet,
or anything like that.

633
00:31:40,780 --> 00:31:42,230
Start writing things down.

634
00:31:42,230 --> 00:31:44,280
Again, you want to
make a bunch of cards--

635
00:31:44,280 --> 00:31:46,470
just like writing stuff
down on index cards.

636
00:31:46,470 --> 00:31:49,350
So if you want to start making
a map, just start using a marker

637
00:31:49,350 --> 00:31:52,990
and drawing it on the grid.

638
00:31:52,990 --> 00:31:55,696
You want to keep it sketchy,
and you want to keep it large.

639
00:31:55,696 --> 00:31:57,570
And you don't want to
be using too many inks.

640
00:31:57,570 --> 00:32:01,164
Just use one dark ink,
and run with that.

641
00:32:01,164 --> 00:32:02,580
The reason for
this is because you

642
00:32:02,580 --> 00:32:05,370
don't want people to
be giving you feedback

643
00:32:05,370 --> 00:32:07,812
on how your game looks.

644
00:32:07,812 --> 00:32:09,270
If they do say
something, wow, this

645
00:32:09,270 --> 00:32:10,830
looks like crap, that's fine.

646
00:32:10,830 --> 00:32:12,750
And just move on from
there because that's not

647
00:32:12,750 --> 00:32:15,697
the feedback you were looking
for in the first place.

648
00:32:15,697 --> 00:32:17,530
If you start using lots
of different colors,

649
00:32:17,530 --> 00:32:19,738
everyone will start talking
about your color scheme--

650
00:32:19,738 --> 00:32:22,740
maybe there should be red,
maybe there should be green.

651
00:32:22,740 --> 00:32:27,016
If you start making
things, say printed out

652
00:32:27,016 --> 00:32:28,390
from a laser
printer or something

653
00:32:28,390 --> 00:32:32,535
like that, people are gonna
ask, wow, is this final artwork?

654
00:32:32,535 --> 00:32:35,940
It looks not very good.

655
00:32:35,940 --> 00:32:38,160
Or if you take the
trouble of using

656
00:32:38,160 --> 00:32:40,590
colored pencils, for
instance, to nicely render

657
00:32:40,590 --> 00:32:42,290
an image on your cards.

658
00:32:42,290 --> 00:32:44,730
And people say, wow,
this looks great.

659
00:32:44,730 --> 00:32:47,410
You hand-drew that, but then,
now, if you wanted to alter it,

660
00:32:47,410 --> 00:32:49,868
it means you're going to have
to go through all that effort

661
00:32:49,868 --> 00:32:51,270
again to draw a new picture.

662
00:32:51,270 --> 00:32:53,670
And that takes time.

663
00:32:53,670 --> 00:32:57,040
That takes more time than
you need for this thing.

664
00:32:57,040 --> 00:32:59,370
You want to keep things
sketchy to sort of convey

665
00:32:59,370 --> 00:33:02,970
to your testers that this
is a work in progress.

666
00:33:02,970 --> 00:33:06,120
If somebody sees something that
actually looks very, very nice,

667
00:33:06,120 --> 00:33:08,430
they are going to think
that you're close to final.

668
00:33:08,430 --> 00:33:11,590
And they are going to be a lot
more hesitant in giving you

669
00:33:11,590 --> 00:33:13,470
drastic feedback.

670
00:33:13,470 --> 00:33:16,230
Things are going to, sort
of, require drastic changes.

671
00:33:16,230 --> 00:33:18,300
But if it looks like
you've spent half an hour,

672
00:33:18,300 --> 00:33:21,844
maybe 15 minutes, just sketching
stuff on bunch of cards,

673
00:33:21,844 --> 00:33:23,260
you'll get feedback
from testers--

674
00:33:23,260 --> 00:33:26,157
stuff like, I just don't
like any of this, or like,

675
00:33:26,157 --> 00:33:27,615
maybe this is the
one thing I like,

676
00:33:27,615 --> 00:33:28,730
but everything
else is just crap.

677
00:33:28,730 --> 00:33:30,396
But that's the kind
of feedback that you

678
00:33:30,396 --> 00:33:32,260
want to get at the
prototyping phase.

679
00:33:32,260 --> 00:33:35,055
And keeping things
sketchy can sort of

680
00:33:35,055 --> 00:33:37,180
encourage people to give
you that kind of feedback.

681
00:33:40,060 --> 00:33:42,070
I definitely have lecture
notes, but they're not

682
00:33:42,070 --> 00:33:43,560
showing up on my screen.

683
00:33:43,560 --> 00:33:47,385
And so, I'm a little
bit off right now.

684
00:33:50,260 --> 00:33:52,840
Here we go, OK.

685
00:33:52,840 --> 00:33:54,060
So the other thing is--

686
00:33:54,060 --> 00:33:57,179
this is actually a 608
class from way back.

687
00:33:57,179 --> 00:33:58,720
The other thing that
I want you to do

688
00:33:58,720 --> 00:34:01,980
is keep iterating over
and over and over again.

689
00:34:01,980 --> 00:34:02,480
Yeah?

690
00:34:02,480 --> 00:34:07,678
AUDIENCE: So you said like,
earlier on, after this class,

691
00:34:07,678 --> 00:34:10,921
we probably won't be
able to [INAUDIBLE] much

692
00:34:10,921 --> 00:34:11,679
about the games.

693
00:34:11,679 --> 00:34:17,219
Does that also mean we should
be changing our prototyping

694
00:34:17,219 --> 00:34:18,719
outside this class?

695
00:34:18,719 --> 00:34:21,310
Find a new group everytime
we realize a product?

696
00:34:21,310 --> 00:34:23,600
PROFESSOR: Absolutely.

697
00:34:23,600 --> 00:34:25,840
The next time we do a
prototype-- a playtest

698
00:34:25,840 --> 00:34:28,389
in class, I'm going
to specifically say

699
00:34:28,389 --> 00:34:35,320
if you try to find a game
where you don't know anything

700
00:34:35,320 --> 00:34:38,590
about that prototype before
you start playing the game.

701
00:34:38,590 --> 00:34:41,984
That's where the feedback is
going to be the most useful.

702
00:34:41,984 --> 00:34:44,650
You don't want people to come in
with preconceived notions based

703
00:34:44,650 --> 00:34:46,691
on people's prototypes
because your prototype may

704
00:34:46,691 --> 00:34:50,199
have changed completely from
the last time that they saw it.

705
00:34:50,199 --> 00:34:52,780
But then, they're going to come
in thinking that your game is

706
00:34:52,780 --> 00:34:54,321
like some sort of
natural progression

707
00:34:54,321 --> 00:34:56,070
from that previous idea.

708
00:34:56,070 --> 00:34:59,590
And they may respect your ideas
of what kind of strategies

709
00:34:59,590 --> 00:35:01,150
are used.

710
00:35:01,150 --> 00:35:04,360
If they already understood
the rules-- what you verbally

711
00:35:04,360 --> 00:35:08,254
explained to them on
day one, then they

712
00:35:08,254 --> 00:35:09,670
can't give you any
useful feedback

713
00:35:09,670 --> 00:35:13,300
on how well your rules were
written because they already

714
00:35:13,300 --> 00:35:14,410
know the rules.

715
00:35:14,410 --> 00:35:18,246
So when they read your
poorly written rules,

716
00:35:18,246 --> 00:35:19,870
they can't tell you
it's poorly written

717
00:35:19,870 --> 00:35:21,910
because they already
understand it--

718
00:35:21,910 --> 00:35:23,260
that sort of thing.

719
00:35:23,260 --> 00:35:27,460
So yes, always try
to find new testers.

720
00:35:27,460 --> 00:35:30,370
So the purpose of iteration
is to just repeat this

721
00:35:30,370 --> 00:35:31,270
over and over again.

722
00:35:31,270 --> 00:35:34,420
You start with a question
that you're trying to answer.

723
00:35:34,420 --> 00:35:36,130
The broad question
of Assignment 1

724
00:35:36,130 --> 00:35:38,004
is what are all the
different things that you

725
00:35:38,004 --> 00:35:39,490
can do with this mechanic?

726
00:35:39,490 --> 00:35:44,140
But say, I know someone
suggested auctions on Monday--

727
00:35:44,140 --> 00:35:47,450
what can you do with
a Dutch auction?

728
00:35:47,450 --> 00:35:50,825
How does a Dutch
auction actually work?

729
00:35:50,825 --> 00:35:51,700
--that sort of thing.

730
00:35:51,700 --> 00:35:56,170
You want a question that, not
only is a clear thing that you

731
00:35:56,170 --> 00:35:59,230
can actually test,
but also you can

732
00:35:59,230 --> 00:36:01,640
set criteria for what
will be a successful test

733
00:36:01,640 --> 00:36:04,150
or an unsuccessful test.

734
00:36:04,150 --> 00:36:06,070
The question might
be very specific,

735
00:36:06,070 --> 00:36:07,990
like this game is too long.

736
00:36:07,990 --> 00:36:10,840
Can we get this to
run under 20 minutes?

737
00:36:10,840 --> 00:36:14,170
Can we get this thing
to run under 15 minutes?

738
00:36:14,170 --> 00:36:19,030
Well, that's a falsifiable
question, right?

739
00:36:19,030 --> 00:36:22,300
If the game play actually
took more than 15 minutes,

740
00:36:22,300 --> 00:36:24,010
then it was a failed experiment.

741
00:36:24,010 --> 00:36:28,960
And if it took less than
15 minutes, then it worked.

742
00:36:28,960 --> 00:36:31,420
And you want to be able to go
into the process asking, what

743
00:36:31,420 --> 00:36:34,870
is the thing that
we're trying to solve?

744
00:36:34,870 --> 00:36:38,610
--before you start thinking
of potential solutions.

745
00:36:38,610 --> 00:36:42,080
How many of you have
heard of axiomatic design?

746
00:36:42,080 --> 00:36:45,690
It comes from McKee, I think.

747
00:36:45,690 --> 00:36:48,310
The theory behind
axiomatic design

748
00:36:48,310 --> 00:36:57,160
is that, for any potential
solution to a problem,

749
00:36:57,160 --> 00:36:59,470
it needs to fit a
certain set of criteria.

750
00:36:59,470 --> 00:37:01,600
So you come up with
a bunch of axioms,

751
00:37:01,600 --> 00:37:04,360
which you just take for true.

752
00:37:04,360 --> 00:37:09,160
So certain axioms that you might
come up with a game would be--

753
00:37:09,160 --> 00:37:11,230
this game can't take
more than five minutes,

754
00:37:11,230 --> 00:37:15,880
or this mechanic can't take a
player more than 10 seconds.

755
00:37:15,880 --> 00:37:17,694
So that axiom could
be something like, we

756
00:37:17,694 --> 00:37:19,110
don't want the
player to have more

757
00:37:19,110 --> 00:37:20,690
than five cards in their hand.

758
00:37:20,690 --> 00:37:23,290
These are things that
aren't necessarily always

759
00:37:23,290 --> 00:37:25,270
the right answer, but
you're going to, sort of,

760
00:37:25,270 --> 00:37:28,450
set these criteria for
yourself for a given test.

761
00:37:28,450 --> 00:37:30,070
And then, you start
thinking about all

762
00:37:30,070 --> 00:37:32,590
the possible solutions
to get you there.

763
00:37:32,590 --> 00:37:36,850
And if one of those solutions
meets all of your criteria,

764
00:37:36,850 --> 00:37:40,420
or all of your axioms, then
that's a successful test.

765
00:37:40,420 --> 00:37:44,440
If not, then it's an
unsuccessful test.

766
00:37:44,440 --> 00:37:49,750
So a question in your
game may be like,

767
00:37:49,750 --> 00:37:54,280
can a player execute this
mechanic in more than one way?

768
00:37:54,280 --> 00:37:57,210
Or will a player execute
a certain given mechanic

769
00:37:57,210 --> 00:37:58,392
in more than one way?

770
00:37:58,392 --> 00:38:00,350
We've given them three
different ways to do it,

771
00:38:00,350 --> 00:38:01,960
but if they keep doing the
same thing over, and over,

772
00:38:01,960 --> 00:38:04,360
and over again, then that
will be an unsuccessful test.

773
00:38:04,360 --> 00:38:05,410
OK?

774
00:38:05,410 --> 00:38:07,690
Once you've got a
question, you can start

775
00:38:07,690 --> 00:38:09,510
designing for that, right?

776
00:38:09,510 --> 00:38:12,100
Maybe the designing involves
something very small,

777
00:38:12,100 --> 00:38:14,860
like I'm just gonna tweak
numbers off rules that we've

778
00:38:14,860 --> 00:38:15,720
already returned.

779
00:38:15,720 --> 00:38:18,195
It might be, we've got to
rewrite half of our rules,

780
00:38:18,195 --> 00:38:20,352
or we've got to
throw out this rule.

781
00:38:20,352 --> 00:38:23,020
Or maybe, we're gonna rearrange
the order in which these rules

782
00:38:23,020 --> 00:38:24,890
are going to be executed.

783
00:38:24,890 --> 00:38:25,750
That's all design.

784
00:38:25,750 --> 00:38:27,260
The trick is to do it fast.

785
00:38:27,260 --> 00:38:30,980
The word rapid is for a reason.

786
00:38:30,980 --> 00:38:33,130
If you are spending a
lot of time discussing

787
00:38:33,130 --> 00:38:34,870
about what the right
answer is, just

788
00:38:34,870 --> 00:38:37,210
start designing two prototypes--

789
00:38:37,210 --> 00:38:42,790
or more prototypes to sort
of test out all the outcomes.

790
00:38:42,790 --> 00:38:46,522
Anything that takes a
long time to kind of get

791
00:38:46,522 --> 00:38:48,230
bumped down in
discussion-- it's actually

792
00:38:48,230 --> 00:38:50,800
wasting time for your team,
when you should be prototyping.

793
00:38:50,800 --> 00:38:53,590
Because they're gonna learn a
lot of things about your game

794
00:38:53,590 --> 00:38:55,900
on the side, besides the
question that you're asking.

795
00:38:55,900 --> 00:38:58,510
If you have a discussion,
you'll probably only--

796
00:38:58,510 --> 00:39:00,622
if you do stumble across
the correct answer,

797
00:39:00,622 --> 00:39:02,830
you're only gonna get the
answer to that one question

798
00:39:02,830 --> 00:39:04,364
that you asked.

799
00:39:04,364 --> 00:39:06,280
Make more prototypes to
answer your questions,

800
00:39:06,280 --> 00:39:07,742
rather than try
to talk them out.

801
00:39:11,620 --> 00:39:12,694
Then, you do a playtest.

802
00:39:12,694 --> 00:39:14,860
And that's the second part
of my presentation, which

803
00:39:14,860 --> 00:39:16,180
involves the playtesting phase.

804
00:39:16,180 --> 00:39:17,710
But basically,
you've got a bunch

805
00:39:17,710 --> 00:39:20,880
of people who don't know how
this game is gonna play out.

806
00:39:20,880 --> 00:39:22,685
First, you will probably
end up playtesting

807
00:39:22,685 --> 00:39:24,310
within your own team,
just to make sure

808
00:39:24,310 --> 00:39:25,550
that everything makes sense.

809
00:39:25,550 --> 00:39:29,140
And then you take it out to
somebody outside, maybe someone

810
00:39:29,140 --> 00:39:32,861
else in the classroom, to
see how they respond to it.

811
00:39:35,380 --> 00:39:40,640
And then you look at the
results of that playtest--

812
00:39:40,640 --> 00:39:43,980
did it address the problem?

813
00:39:43,980 --> 00:39:46,440
Did it give us any information
towards the question

814
00:39:46,440 --> 00:39:47,430
we were asking?

815
00:39:47,430 --> 00:39:51,530
Maybe it was inconclusive-- you
need to do another playtest.

816
00:39:51,530 --> 00:39:54,630
Maybe it indicated that we
were in the right direction,

817
00:39:54,630 --> 00:39:56,130
but the changes
that we made weren't

818
00:39:56,130 --> 00:39:58,480
drastic enough, or maybe were
too drastic and [INAUDIBLE]

819
00:39:58,480 --> 00:39:58,730
down.

820
00:39:58,730 --> 00:40:00,188
That's when you
make your revision,

821
00:40:00,188 --> 00:40:02,910
and then you repeat the
whole process again.

822
00:40:02,910 --> 00:40:05,310
You can improve the
quality of your question,

823
00:40:05,310 --> 00:40:06,750
be more specific.

824
00:40:06,750 --> 00:40:09,690
You might stick with
the same question

825
00:40:09,690 --> 00:40:12,139
and just do a second
version of design to it.

826
00:40:12,139 --> 00:40:14,430
You just want to be repeating
this over and over again.

827
00:40:14,430 --> 00:40:15,990
The more times you
get to do this,

828
00:40:15,990 --> 00:40:18,390
the more refined your prototype
is, and the more refined

829
00:40:18,390 --> 00:40:20,120
your final games are gonna be.

830
00:40:20,120 --> 00:40:21,900
This is the same
process, whether you're

831
00:40:21,900 --> 00:40:23,400
making a prototype
or whether you're

832
00:40:23,400 --> 00:40:26,160
making a full-blown board game
or card game or computer game.

833
00:40:26,160 --> 00:40:29,520
The more chances you get
to iterate on something,

834
00:40:29,520 --> 00:40:31,446
the more refined
it's going to be.

835
00:40:34,158 --> 00:40:37,180
You don't want to keep changing.

836
00:40:37,180 --> 00:40:40,316
Here are a couple of tips that--

837
00:40:40,316 --> 00:40:41,690
actually, I will
get back to this

838
00:40:41,690 --> 00:40:46,400
later after you've actually
had a chance to prototype once.

839
00:40:46,400 --> 00:40:49,110
Those are like tips for
how to get out of rut.

840
00:40:49,110 --> 00:40:51,500
So let me talk
about this instead--

841
00:40:51,500 --> 00:40:53,210
keep track of all the rules.

842
00:40:53,210 --> 00:40:54,584
Write your rules.

843
00:40:54,584 --> 00:40:56,000
You can write your
rules on cards,

844
00:40:56,000 --> 00:40:58,811
which makes them very easy to
rearrange, to discard, to say--

845
00:40:58,811 --> 00:41:01,060
all right, we're not playing
with this rule right now.

846
00:41:01,060 --> 00:41:03,480
But then, maybe you can
reintroduce it later.

847
00:41:03,480 --> 00:41:05,630
So you can use the
index cards for that.

848
00:41:05,630 --> 00:41:10,100
You can rearrange
them to rearrange

849
00:41:10,100 --> 00:41:12,260
how they end up getting played.

850
00:41:12,260 --> 00:41:14,077
If you change a rule,
update your card.

851
00:41:14,077 --> 00:41:16,410
It is something like, I'm
going to just change a number.

852
00:41:16,410 --> 00:41:17,480
You can just do it
right on the card--

853
00:41:17,480 --> 00:41:19,688
if you're actually changing
the way how a rule works,

854
00:41:19,688 --> 00:41:21,730
write it out on a new card.

855
00:41:21,730 --> 00:41:24,950
Take photos with
your cameras, and try

856
00:41:24,950 --> 00:41:27,860
to simplify your
rules to the point

857
00:41:27,860 --> 00:41:29,820
where you end up with
like a minimum set,

858
00:41:29,820 --> 00:41:34,460
in order to make a certain
prototype playable.

859
00:41:34,460 --> 00:41:37,380
If you have too many
rules operating at once,

860
00:41:37,380 --> 00:41:39,950
it can be sometimes very,
very-- really, really confusing

861
00:41:39,950 --> 00:41:43,500
to figure out where
everything is going wrong.

862
00:41:43,500 --> 00:41:46,800
It's a lot easier to add new
rules than to take them out,

863
00:41:46,800 --> 00:41:50,570
which is why I place the
emphasis on taking stuff out.

864
00:41:50,570 --> 00:41:52,460
Because if I remind
you to take it out,

865
00:41:52,460 --> 00:41:55,790
maybe you will do
it once in a while.

866
00:41:55,790 --> 00:42:00,266
So that's going to be the
process of prototyping.

867
00:42:00,266 --> 00:42:02,390
We're going to start having
all of these materials.

868
00:42:02,390 --> 00:42:04,685
People who haven't
figured out your teams

869
00:42:04,685 --> 00:42:08,000
yet should be having a
discussion on what mechanics

870
00:42:08,000 --> 00:42:09,770
you guys want to work
on, and how are you

871
00:42:09,770 --> 00:42:11,180
going to split up your teams.

872
00:42:11,180 --> 00:42:14,679
People who know what mechanics
you're working on, or maybe

873
00:42:14,679 --> 00:42:16,470
are trying to decide
between two mechanics,

874
00:42:16,470 --> 00:42:20,150
you can start splitting
your team into two

875
00:42:20,150 --> 00:42:23,870
and working on two separate
prototypes, for instance.

876
00:42:23,870 --> 00:42:27,800
And the goal is
to have something

877
00:42:27,800 --> 00:42:30,230
that somebody outside
your team can actually

878
00:42:30,230 --> 00:42:35,480
play by the end of class, or
more accurately, by 3 o'clock.

879
00:42:35,480 --> 00:42:39,110
Because we are going to go
into playtesting at 3 o'clock.

880
00:42:39,110 --> 00:42:42,170
And around 2:30, I'll
go back to the slide--

881
00:42:42,170 --> 00:42:43,730
to give you some
ideas on how else

882
00:42:43,730 --> 00:42:47,600
you can change your designs
to be able to help you

883
00:42:47,600 --> 00:42:50,360
get closer to your design goals.

884
00:42:50,360 --> 00:42:53,420
But right now, this is
what I want you to do,

885
00:42:53,420 --> 00:42:56,150
so we're going to start handing
out some of this material.

886
00:42:56,150 --> 00:42:59,990
AUDIENCE: [INAUDIBLE]

887
00:42:59,990 --> 00:43:03,023
PROFESSOR: I'll be OK with
the team moving up there.

888
00:43:03,023 --> 00:43:07,080
[INAUDIBLE]