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PROFESSOR: Schedule for the
remainder of the semester.

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00:00:30,160 --> 00:00:33,090
Today is a short week.

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00:00:33,090 --> 00:00:36,870
Normal day today, slightly
different day on Wednesday.

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I'll talk about that
in the lecture today.

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Basically we hope to have the
official class ended by 2:00pm.

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So 1:00 to 2:00 will
be class on Wednesday.

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After 2:00, working
in your groups

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or taking off early if
you need to take off early

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00:00:52,230 --> 00:00:53,414
for a flight or whatnot.

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00:00:53,414 --> 00:00:55,080
So it's up to your
teams, whether or not

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you're working in here
or not on Wednesday.

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This is also going to be
the last lecture by us,

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I believe, on the schedule.

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Next week we've got
two guest lectures.

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One, on December 1
we've got a panel

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from the Indie Game Collective.

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They're going to be talking to
us about the business of making

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Indie games.

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Two people who have their own
businesses, their own studios,

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and how their studios
work together.

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So that should be
interesting for you.

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And then on December 3,
on that Wednesday, we

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have Sean Baptiste from
Fire Hose Games talking

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to us on marketing,
communication, and community

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management for games.

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00:01:35,850 --> 00:01:40,280
Because we're seeing you can't
just put out a PR release

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00:01:40,280 --> 00:01:42,040
and buy some
advertising, you need

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00:01:42,040 --> 00:01:44,820
to build a community if you're
making games professionally.

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You need to find your
players, because there's

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lots of games they could be
playing besides your own.

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So he'll be talking
to us about that.

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00:01:51,330 --> 00:01:53,810
The week after that
is entirely based

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around your presentations.

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So December 8 is a rehearsal
in class, live reversal

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00:02:00,670 --> 00:02:01,420
with your game.

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If your game works on
that date-- hopefully

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it will-- but
definitely your slides

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00:02:08,259 --> 00:02:11,381
and your spoken presentation.

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We will give you feedback, you
will then take that feedback,

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improve your presentation,
improving your grade,

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and give it as the final
presentation on Wednesday,

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December 10.

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00:02:21,890 --> 00:02:25,250
At the end of the class on
December 10 it'll be open play.

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So after all the
presentations are over

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we're going to have
some guests here.

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You'll be able to
open your laptops

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and play each other's games and
have guests play your games.

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So that should be
fun and exciting,

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and maybe a little
scary, which is good.

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So plans for today then.

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I got caught on that--
not 5 minute, but 2 minute

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presentations.

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Basically short,
informal presentation

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just like we did a few
weeks ago, I believe.

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We'd like to know about the
status of your game, what

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features you're working
on, what features are not

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being worked on right
now, what features

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might be dropped and cut, and
I'd also like to see your game.

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So if you have got
one person talking,

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maybe another person showing the
game, maybe playing the game.

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This could be what the
game looks like today.

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This could be the version of
the game you tested last week,

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but have something
show-able, something

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visual for us to see so
that we can-- when you're

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talking about your
game we understand

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what you're talking about.

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With no slides, of course,
for this presentation.

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For presentation on
8th-- on the 10th

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that is more formal,
slides, all the good stuff.

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There's a description
about that in Stellar

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and we'll talk more
about that next Monday.

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After that I'm going to
give a short, about 30

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minute, lecture on
cutting features,

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some strategies on how to
do it, why you should do it,

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things like that.

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Might be obvious,
may not be obvious.

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After that is work in class.

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Pablo is here to give you
feedback on your games,

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00:04:01,771 --> 00:04:04,020
so we'll be giving you
feedback on your presentations.

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If we have questions about
what you just talked about,

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00:04:06,100 --> 00:04:07,830
but also he'll be going
around and available for each

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of your teams to talk about
the status of your game

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00:04:09,955 --> 00:04:13,340
and what's going
on with your game.

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That is class today.

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Any questions?

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All right.

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So it is 1:10.

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Are all the teams feel ready
to give presentations right now

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or do you need a couple minutes?

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AUDIENCE: Couple minutes.

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PROFESSOR: Couple minutes?

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00:04:30,100 --> 00:04:30,445
All right.

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00:04:30,445 --> 00:04:31,986
So we're going to
give you 5 minutes.

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1:15 I'm going to come
back up here and Snap

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is going to start.

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TEJ CHAJED: All right.

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Hi everybody.

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I'm Snap-- I'm from Snap.

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I am not Snap.

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I'm Tej.

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00:04:44,100 --> 00:04:46,690
And so we've made a lot
of progress on our game

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and we've been able
to run it a few times,

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but it has not changed a lot
since probably anybody who's

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00:04:52,270 --> 00:04:54,920
played the game has seen it.

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So I'll just go ahead and
play one round of the game

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just to show off what we
currently have, and then I'll

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00:05:02,090 --> 00:05:03,350
talk a little bit
about what we're

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00:05:03,350 --> 00:05:04,650
planning to do in the future.

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00:05:04,650 --> 00:05:08,430
So everybody from the
team, you want to play?

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00:05:12,660 --> 00:05:15,025
And can somebody start the game?

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AUDIENCE: I got it.

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00:05:18,886 --> 00:05:21,260
TEJ CHAJED: All right so the
way this game works is we're

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going to throw out a topic.

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In this case it's animals.

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00:05:23,980 --> 00:05:25,972
We're all going to try
to enter as many animals

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00:05:25,972 --> 00:05:28,430
as we can think of, and we'll
get points whenever two of us

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enter the same animal.

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All right.

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00:05:32,240 --> 00:05:34,152
And they can obviously
all cheat, but let's--

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AUDIENCE: Wait, we
already started?

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00:05:35,610 --> 00:05:36,776
TEJ CHAJED: Yes, we started.

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00:05:44,190 --> 00:05:46,170
Obviously I would not be
showing this normally.

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00:05:46,170 --> 00:05:50,099
This is a little bit
easy to cheat on.

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AUDIENCE: [INAUDIBLE]

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TEJ CHAJED: Although we've had
some other forms of cheating.

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00:05:57,880 --> 00:06:02,399
When Andrew was here,
they just entered A, B, C,

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00:06:02,399 --> 00:06:03,565
in a row next to each other.

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Anybody want to help?

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AUDIENCE: Cow.

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00:06:18,540 --> 00:06:19,620
TEJ CHAJED: Cow.

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I guess this is also cheating.

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00:06:23,834 --> 00:06:24,822
AUDIENCE: Lemur.

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00:06:24,822 --> 00:06:26,304
Snail.

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00:06:26,304 --> 00:06:29,268
AUDIENCE: Scorpion.

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AUDIENCE: Amoeba.

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00:06:30,750 --> 00:06:32,232
AUDIENCE: Jaguar.

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AUDIENCE: Chicken.

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[INAUDIBLE]

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00:06:34,613 --> 00:06:35,196
AUDIENCE: Pig.

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00:06:35,196 --> 00:06:36,184
AUDIENCE: Paramecium.

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00:06:36,184 --> 00:06:37,371
AUDIENCE: Veal.

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00:06:37,371 --> 00:06:37,870
[LAUGHTER]

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TEJ CHAJED: Veal
is not an animal.

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00:06:44,530 --> 00:06:46,126
I guess baby deer is.

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00:06:46,126 --> 00:06:47,114
AUDIENCE: Geese.

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00:06:47,114 --> 00:06:47,614
Human.

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00:06:52,534 --> 00:06:53,450
TEJ CHAJED: All right.

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00:06:53,450 --> 00:06:54,825
So I think that
gives you an idea

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of how this game plays out.

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Can somebody stop the game?

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00:06:58,412 --> 00:07:00,720
AUDIENCE: I got it.

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00:07:00,720 --> 00:07:02,722
TEJ CHAJED: So
right now we have--

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00:07:02,722 --> 00:07:04,011
AUDIENCE: [? Yes. ?]

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[LAUGHTER]

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TEJ CHAJED: So right now
we have the game completely

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manually controlled.

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00:07:09,980 --> 00:07:14,420
And this is because current use
case-- in our current use cases

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for the client
we've been playing

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00:07:16,140 --> 00:07:19,140
the game with a limited
number of words input

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and without a time limit.

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00:07:21,260 --> 00:07:22,830
So we let the client
just implement

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whatever time they want by
starting and stopping the game

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appropriately.

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00:07:26,510 --> 00:07:29,200
But we plan on also supporting
an actual strict word

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limit as well as a natural
time limit that can

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00:07:33,040 --> 00:07:35,150
be displayed on the front end.

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We initially went
with Phaser because we

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00:07:38,999 --> 00:07:41,540
had a much different idea of
how we would represent the game.

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00:07:41,540 --> 00:07:43,750
But we ended up
focusing more on words

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00:07:43,750 --> 00:07:46,726
and, like, a more
bare-bones representation.

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00:07:46,726 --> 00:07:48,600
And so we're actually
going to remove Phaser.

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00:07:48,600 --> 00:07:50,370
Right now this is
a Phaser window,

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00:07:50,370 --> 00:07:52,100
but it's not really
helping us at all.

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00:07:52,100 --> 00:07:54,190
We're just entering
words into a list.

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00:07:54,190 --> 00:07:55,960
So we're dropping all
of that and moving

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00:07:55,960 --> 00:07:59,420
to just normal CSS, HTML.

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00:07:59,420 --> 00:08:04,800
We are also planning on-- we've
experimented in our thought

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00:08:04,800 --> 00:08:07,000
processes about
what sorts of ways

186
00:08:07,000 --> 00:08:10,150
we want to show
scores and activity.

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00:08:10,150 --> 00:08:13,275
We want to be able to show not
just what words you're scoring

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00:08:13,275 --> 00:08:15,760
and submitting, but also when
are other people submitting

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words, when are other people
scoring, how am I doing

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00:08:17,926 --> 00:08:19,540
relative to everyone else.

191
00:08:19,540 --> 00:08:21,490
So we have a couple
ideas around that.

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We also would like to show
you a word cloud in real time.

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00:08:23,950 --> 00:08:27,730
We currently have a word
cloud for the back end.

194
00:08:27,730 --> 00:08:31,760
So this is the game
we just played.

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00:08:31,760 --> 00:08:35,110
And this is a-- and
this is something

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that you can watch
actually as a moderator,

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00:08:37,270 --> 00:08:40,090
while you're playing,
in real time.

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00:08:40,090 --> 00:08:42,140
And then here's
another game which

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00:08:42,140 --> 00:08:46,500
is an actual game that the
client ran in Berlin a week

200
00:08:46,500 --> 00:08:47,657
or so ago.

201
00:08:47,657 --> 00:08:49,920
So that was kind of
cool that we actually

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00:08:49,920 --> 00:08:53,510
were able to do a real
playtest with the actual client

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00:08:53,510 --> 00:08:56,138
in the real world.

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00:08:56,138 --> 00:08:57,846
But in the future we
definitely want this

205
00:08:57,846 --> 00:09:00,800
to look more interesting and
to feel more competitive.

206
00:09:00,800 --> 00:09:03,445
We want people to be able
to see what else is going on

207
00:09:03,445 --> 00:09:05,695
in the game, whereas right
now you really can only see

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00:09:05,695 --> 00:09:06,200
your scores.

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00:09:09,712 --> 00:09:10,295
Any questions?

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00:09:13,000 --> 00:09:16,745
AUDIENCE: [INAUDIBLE] questions
or comments, [INAUDIBLE].

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00:09:16,745 --> 00:09:18,620
AUDIENCE: What's your
biggest risk right now?

212
00:09:18,620 --> 00:09:21,802
Like, what's the thing
that's most catastrophic?

213
00:09:21,802 --> 00:09:23,510
TEJ CHAJED: I think
since we're switching

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00:09:23,510 --> 00:09:28,580
the front end over to sort
of new technology we need

215
00:09:28,580 --> 00:09:31,250
to make sure that a, that
transitions over well,

216
00:09:31,250 --> 00:09:34,530
and b, that we have enough
time to finish something

217
00:09:34,530 --> 00:09:36,960
new and useful rather
than just reverting back

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00:09:36,960 --> 00:09:37,920
to what we have now.

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00:09:43,620 --> 00:09:45,530
AUDIENCE: How does Snap happen?

220
00:09:45,530 --> 00:09:47,390
TEJ CHAJED: So we
have a server that

221
00:09:47,390 --> 00:09:48,810
is receiving all the words.

222
00:09:48,810 --> 00:09:51,610
And whenever it gets
a word it adds it

223
00:09:51,610 --> 00:09:53,190
to a list of words for a player.

224
00:09:53,190 --> 00:09:55,160
And then every time
it gets a word it also

225
00:09:55,160 --> 00:09:57,190
checks against all other lists.

226
00:09:57,190 --> 00:09:59,440
AUDIENCE: So it's
basically any other player

227
00:09:59,440 --> 00:10:00,790
types the same word?

228
00:10:00,790 --> 00:10:01,510
TEJ CHAJED: Yes.

229
00:10:01,510 --> 00:10:03,960
In the same game.

230
00:10:03,960 --> 00:10:05,610
So for example, the
game is now over.

231
00:10:05,610 --> 00:10:07,300
If you started a
new game, that's

232
00:10:07,300 --> 00:10:08,720
an independent word list.

233
00:10:08,720 --> 00:10:09,830
Yeah?

234
00:10:09,830 --> 00:10:13,310
AUDIENCE: Just for curiosity,
so let's say you put in "dog"

235
00:10:13,310 --> 00:10:15,790
and [? Priam ?] put in "dog"
and then Sam put in "dog"--

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00:10:15,790 --> 00:10:17,960
TEJ CHAJED: Everybody
gets one point right now.

237
00:10:17,960 --> 00:10:19,930
We're thinking of
changing that and letting

238
00:10:19,930 --> 00:10:22,985
people get more than
one point, or maybe even

239
00:10:22,985 --> 00:10:24,230
making it configurable.

240
00:10:24,230 --> 00:10:25,987
Most likely--
intuitively it seems

241
00:10:25,987 --> 00:10:28,570
that you should get more if more
people have entered the word.

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00:10:32,410 --> 00:10:33,638
PROFESSOR: Thank you.

243
00:10:33,638 --> 00:10:34,634
TEJ CHAJED: All right.

244
00:10:34,634 --> 00:10:39,116
[APPLAUSE]

245
00:10:39,116 --> 00:10:43,598
PROFESSOR: Next up
is Awesome Cholera.

246
00:10:43,598 --> 00:10:46,586
Yes, that is not the real title.

247
00:10:46,586 --> 00:10:50,830
PABLO: While Awesome Cholera
or other real title shows up,

248
00:10:50,830 --> 00:10:53,920
we will have a long
conversation about details,

249
00:10:53,920 --> 00:10:56,122
but I'm very excited
about the fact

250
00:10:56,122 --> 00:10:57,830
that it's already
being used and working.

251
00:10:57,830 --> 00:11:00,690
And now the question
will be how many features

252
00:11:00,690 --> 00:11:03,780
you want available to
the [INAUDIBLE] player.

253
00:11:03,780 --> 00:11:05,780
And that selection
process will be

254
00:11:05,780 --> 00:11:08,965
based on both client need,
playtesting, and also

255
00:11:08,965 --> 00:11:14,030
your ambition on how much can
be accomplished in this time.

256
00:11:14,030 --> 00:11:14,727
[INAUDIBLE]

257
00:11:14,727 --> 00:11:16,435
STUDENT 1: Do you want
to do the talking?

258
00:11:16,435 --> 00:11:17,400
STUDENT 2: Yeah.

259
00:11:17,400 --> 00:11:19,860
So this was the last build
to the game we playtested.

260
00:11:19,860 --> 00:11:22,350
We hadn't changed a lot.

261
00:11:22,350 --> 00:11:24,280
We tried to add
instructions so that people

262
00:11:24,280 --> 00:11:25,686
kind of knew what was going on.

263
00:11:25,686 --> 00:11:26,810
And this is running, right?

264
00:11:26,810 --> 00:11:29,590
Can you click Start?

265
00:11:29,590 --> 00:11:32,370
So right now this is what people
saw. they saw their villages,

266
00:11:32,370 --> 00:11:34,220
and some health bars.

267
00:11:34,220 --> 00:11:35,490
It was still kind of unclear.

268
00:11:35,490 --> 00:11:38,580
And over here you can see, like,
the text is still really small.

269
00:11:38,580 --> 00:11:40,810
And when people
clicked something

270
00:11:40,810 --> 00:11:43,430
to do education or
something they either

271
00:11:43,430 --> 00:11:46,360
thought that, like, when
they clicked that button

272
00:11:46,360 --> 00:11:47,551
it instantly did it.

273
00:11:47,551 --> 00:11:49,050
They didn't know
that was a button--

274
00:11:49,050 --> 00:11:51,550
like Educate About Soap was
a button they could click.

275
00:11:51,550 --> 00:11:54,450
Also we had this really
terrible pop-up bug

276
00:11:54,450 --> 00:11:57,986
that we're still trying to fix,
but hopefully that'll be fixed.

277
00:11:57,986 --> 00:12:00,580
And so because we were having
so many problems with the GUI

278
00:12:00,580 --> 00:12:03,610
we finally sat down and
tried to redesign it.

279
00:12:03,610 --> 00:12:06,770
And so I haven't actually--
we haven't done this yet,

280
00:12:06,770 --> 00:12:09,010
but here are some really
great drawings-- A plus,

281
00:12:09,010 --> 00:12:14,140
I said-- of what the
new GUI will have.

282
00:12:14,140 --> 00:12:17,050
So above each locality we're
going to have this little box.

283
00:12:17,050 --> 00:12:18,450
I kind of stole
it from [? Civ ?]

284
00:12:18,450 --> 00:12:20,510
and a few other
places, but-- So it's

285
00:12:20,510 --> 00:12:22,320
going to have the
name of the locality.

286
00:12:22,320 --> 00:12:23,690
And it's even worse
because it's going

287
00:12:23,690 --> 00:12:25,970
to look different from what this
is because we've already talked

288
00:12:25,970 --> 00:12:27,540
about how we want to change it.

289
00:12:27,540 --> 00:12:31,220
And so behind the work
locality is going to be a bar,

290
00:12:31,220 --> 00:12:33,190
and the bar is going
to have a percentage

291
00:12:33,190 --> 00:12:34,694
green and a percentage red.

292
00:12:34,694 --> 00:12:36,652
And the percentage green
will be the percentage

293
00:12:36,652 --> 00:12:38,575
of people in that
locality that are healthy,

294
00:12:38,575 --> 00:12:39,991
and the red will
be the percentage

295
00:12:39,991 --> 00:12:41,636
of people that are unhealthy.

296
00:12:41,636 --> 00:12:44,066
Above that-- sorry.

297
00:12:44,066 --> 00:12:46,690
Above the word Locality, there's
a little arrow that represents

298
00:12:46,690 --> 00:12:48,850
the infection rate,
which is something--

299
00:12:48,850 --> 00:12:51,144
a lot of people used that
word and thought that was

300
00:12:51,144 --> 00:12:53,310
the information they were
getting, but they weren't.

301
00:12:53,310 --> 00:12:55,692
They were getting the
percentage of people infected.

302
00:12:55,692 --> 00:12:57,233
And so a lot of
people wanted to know

303
00:12:57,233 --> 00:12:59,700
how's the infection
rate being changed.

304
00:12:59,700 --> 00:13:01,200
And so we're going
to have an arrow.

305
00:13:01,200 --> 00:13:03,964
And right now it's just going to
be, like, up if it's positive,

306
00:13:03,964 --> 00:13:04,880
down if it's negative.

307
00:13:04,880 --> 00:13:07,005
But we want to also change
it so that they can tell

308
00:13:07,005 --> 00:13:08,672
the magnitude of that as well.

309
00:13:08,672 --> 00:13:10,130
But we're also
trying to keep it so

310
00:13:10,130 --> 00:13:12,588
that people aren't getting too
many numbers thrown at them.

311
00:13:12,588 --> 00:13:14,820
So we're still trying
to iron that one out.

312
00:13:14,820 --> 00:13:18,760
Below the Locality
are a bunch of symbols

313
00:13:18,760 --> 00:13:22,070
representing the different
things you can do.

314
00:13:22,070 --> 00:13:23,570
What we thought we
were going to do

315
00:13:23,570 --> 00:13:27,230
is if you've implemented them
they'll be there in color,

316
00:13:27,230 --> 00:13:30,860
and they'll be counting down
so you know how much longer

317
00:13:30,860 --> 00:13:32,520
that will be in effect.

318
00:13:32,520 --> 00:13:34,970
And they'll also have a gold
ring around them or something

319
00:13:34,970 --> 00:13:37,386
to say, like, if you've educated
[? them ?] about it which

320
00:13:37,386 --> 00:13:39,611
means it's more effective.

321
00:13:39,611 --> 00:13:42,030
And then the other
screen is the screen

322
00:13:42,030 --> 00:13:44,520
you get when you click-- there
will be a little thing that

323
00:13:44,520 --> 00:13:47,490
says Aid Locality above
the Locality thing

324
00:13:47,490 --> 00:13:49,320
for each of the
different localities.

325
00:13:49,320 --> 00:13:51,861
And over [? on this ?] screen--
[? which ?] [? got kind of ?]

326
00:13:51,861 --> 00:13:54,640
messy-- but it'll show all
the things you can do instead

327
00:13:54,640 --> 00:13:56,260
of just the ones
that are unlocked,

328
00:13:56,260 --> 00:13:58,900
because a lot of people didn't
know that things unlocked over

329
00:13:58,900 --> 00:13:59,420
time.

330
00:13:59,420 --> 00:14:01,394
So we'll have it
showing everyone,

331
00:14:01,394 --> 00:14:03,560
hey, these are all the
things and they'll eventually

332
00:14:03,560 --> 00:14:06,860
unlock, either over time or
if you do a certain thing.

333
00:14:06,860 --> 00:14:10,124
And there will be
two columns, one

334
00:14:10,124 --> 00:14:11,290
for educate and for prevent.

335
00:14:11,290 --> 00:14:13,720
And as you mouse over everything
on the right-hand side

336
00:14:13,720 --> 00:14:15,920
of the screen, the
description will come up

337
00:14:15,920 --> 00:14:18,430
telling you about the
effectiveness and the duration,

338
00:14:18,430 --> 00:14:20,757
and giving you a description
of what it's doing.

339
00:14:20,757 --> 00:14:22,590
We're hoping that this'll
make it more clear

340
00:14:22,590 --> 00:14:25,451
as to what everything's
doing, and it'll

341
00:14:25,451 --> 00:14:27,400
be easy to read chunks.

342
00:14:27,400 --> 00:14:29,190
So if they want to
know more about it

343
00:14:29,190 --> 00:14:31,190
they can mouse over it
and just kind of read it.

344
00:14:31,190 --> 00:14:33,170
Or if not they can just
kind of quickly say,

345
00:14:33,170 --> 00:14:36,180
hey, this is pretty
effective but the duration's

346
00:14:36,180 --> 00:14:38,900
short so I'll just use this
for a bit because it's cheaper

347
00:14:38,900 --> 00:14:40,860
and then maybe I'll
use the thing that's

348
00:14:40,860 --> 00:14:42,943
even more effective and
has a longer duration when

349
00:14:42,943 --> 00:14:45,580
I have more money.

350
00:14:45,580 --> 00:14:48,120
The other thing on the
map that I didn't scan yet

351
00:14:48,120 --> 00:14:50,240
is, on the map, on
the very top of it,

352
00:14:50,240 --> 00:14:53,240
we're going to have a bar that
tells you about what day it is

353
00:14:53,240 --> 00:14:56,100
and when you're getting
money, because a lot of people

354
00:14:56,100 --> 00:14:58,155
were like, why am
I getting money?

355
00:14:58,155 --> 00:14:59,750
And they didn't know
time was passing.

356
00:14:59,750 --> 00:15:01,500
So we want to make all
these things clear.

357
00:15:01,500 --> 00:15:05,760
And so I think the GUI
redesign will help with that.

358
00:15:05,760 --> 00:15:08,280
Hopefully we should have
it done after Thanksgiving.

359
00:15:08,280 --> 00:15:09,070
But yeah.

360
00:15:09,070 --> 00:15:11,945
That's where we're at right now.

361
00:15:11,945 --> 00:15:14,879
Any questions?

362
00:15:14,879 --> 00:15:17,324
PABLO: I have one,
but you guys first.

363
00:15:17,324 --> 00:15:18,614
Anybody?

364
00:15:18,614 --> 00:15:19,280
STUDENT 2: Yeah.

365
00:15:19,280 --> 00:15:21,790
AUDIENCE: Is your goal for
people to win this game

366
00:15:21,790 --> 00:15:24,450
and then have done
the right things?

367
00:15:24,450 --> 00:15:25,920
Or is it for them
to lose the game

368
00:15:25,920 --> 00:15:28,686
and then, based on that know
what the right thing they

369
00:15:28,686 --> 00:15:29,707
should have done is?

370
00:15:29,707 --> 00:15:31,540
STUDENT 2: Right now
the game's really hard,

371
00:15:31,540 --> 00:15:34,190
and it ends up you kind of lose
if you just leave it alone,

372
00:15:34,190 --> 00:15:35,356
which is not what we wanted.

373
00:15:35,356 --> 00:15:39,480
STUDENT 1: As you saw, earlier,
it just went to game over.

374
00:15:39,480 --> 00:15:41,890
STUDENT 2: We want them to
realize the different things

375
00:15:41,890 --> 00:15:43,370
they can do.

376
00:15:43,370 --> 00:15:48,090
I don't think it's going to be
superbly challenging right now,

377
00:15:48,090 --> 00:15:49,290
is what I'm imagining.

378
00:15:49,290 --> 00:15:51,289
Because you don't want
people to do these things

379
00:15:51,289 --> 00:15:52,874
and then be like,
oh, these things

380
00:15:52,874 --> 00:15:55,040
obviously don't work because
I keep losing the game.

381
00:15:55,040 --> 00:15:57,456
We want them to know that,
like, hey, if I do these things

382
00:15:57,456 --> 00:15:58,394
it will help.

383
00:15:58,394 --> 00:16:00,310
And so that's what we're
trying to get across.

384
00:16:00,310 --> 00:16:02,160
STUDENT 1: Another idea I think
that we're not communicating

385
00:16:02,160 --> 00:16:04,440
effectively but [? is ?]
[? an ?] idea we also want

386
00:16:04,440 --> 00:16:06,490
to communicate is that
the position on the map is

387
00:16:06,490 --> 00:16:06,990
important.

388
00:16:06,990 --> 00:16:10,100
So like if the village
is-- upstream villages--

389
00:16:10,100 --> 00:16:13,310
stuff you do there compounds
to the downstream villages

390
00:16:13,310 --> 00:16:16,170
just because, like, the water,
you know-- if you're not

391
00:16:16,170 --> 00:16:17,620
treating the water correctly
in an upstream village

392
00:16:17,620 --> 00:16:19,280
that water is going to
be contaminated down

393
00:16:19,280 --> 00:16:20,370
to the downstream village.

394
00:16:20,370 --> 00:16:22,870
And at the end we also want to
communicate through this game

395
00:16:22,870 --> 00:16:25,692
is that, like, if you focus
on the upstream villages

396
00:16:25,692 --> 00:16:27,900
you'll have better results
in the long-term because--

397
00:16:27,900 --> 00:16:30,770
AUDIENCE: So I guess how
would I discover that?

398
00:16:30,770 --> 00:16:31,800
Is that just playing the
game many, many times?

399
00:16:31,800 --> 00:16:32,060
STUDENT 1: Exactly.

400
00:16:32,060 --> 00:16:34,018
So that's something we
have yet to communicate.

401
00:16:34,018 --> 00:16:36,435
And we should figure out
a way to communicate that

402
00:16:36,435 --> 00:16:39,020
to the audience.

403
00:16:39,020 --> 00:16:41,720
PABLO: So thank you.

404
00:16:41,720 --> 00:16:43,802
Good luck reconfiguring
the things

405
00:16:43,802 --> 00:16:45,010
that need to be reconfigured.

406
00:16:45,010 --> 00:16:49,800
My intuition is that you would
be better off [? amputating ?]

407
00:16:49,800 --> 00:16:54,755
choice, and leaving somewhere
very visible [? other ?] that

408
00:16:54,755 --> 00:16:57,213
says, these are other things
that could be done but are not

409
00:16:57,213 --> 00:16:58,370
represented in this game.

410
00:16:58,370 --> 00:17:00,500
Because otherwise it will
be just too [INAUDIBLE].

411
00:17:00,500 --> 00:17:02,510
And unless you make
a really awesome game

412
00:17:02,510 --> 00:17:04,290
that people want
to play and play

413
00:17:04,290 --> 00:17:07,357
until they've tried everything,
it can be too intimidating.

414
00:17:07,357 --> 00:17:07,940
STUDENT 1: OK.

415
00:17:07,940 --> 00:17:10,023
PABLO: One of the options
for your consideration--

416
00:17:10,023 --> 00:17:13,409
because right now you
have the options of soap

417
00:17:13,409 --> 00:17:17,939
and the latrines and vaccination
and so on-- you could reduce it

418
00:17:17,939 --> 00:17:21,569
to the things that the
player, the macro-decider

419
00:17:21,569 --> 00:17:25,130
could do in terms of
public awareness campaigns.

420
00:17:25,130 --> 00:17:27,339
So it could be about
[INAUDIBLE] the water,

421
00:17:27,339 --> 00:17:31,555
about washing your
hands campaign and maybe

422
00:17:31,555 --> 00:17:32,480
one more thing.

423
00:17:32,480 --> 00:17:35,500
So limited to three things
that are of the same kind--

424
00:17:35,500 --> 00:17:38,650
you know, radio advertisement or
sending people to [INAUDIBLE].

425
00:17:38,650 --> 00:17:40,530
And maybe less villages.

426
00:17:40,530 --> 00:17:42,850
Again, just reduce choice.

427
00:17:42,850 --> 00:17:46,850
Reduce features so the gameplay
experience is more engaging.

428
00:17:46,850 --> 00:17:48,840
I just want you to
know this is also

429
00:17:48,840 --> 00:17:50,540
applicable to the
other Cholera team.

430
00:17:50,540 --> 00:17:53,370
The Ghana team is now really
interested in promoting hand

431
00:17:53,370 --> 00:17:56,490
washing because it's beneficial
both to cholera and to Ebola,

432
00:17:56,490 --> 00:17:58,330
which is a serious
threat in the area.

433
00:17:58,330 --> 00:18:01,277
So you are [? already know ?]
doing what you're doing

434
00:18:01,277 --> 00:18:03,860
and if hand washing does not fit
in the game, that's fine, OK?

435
00:18:03,860 --> 00:18:06,277
You are doing what we
asked you months ago,

436
00:18:06,277 --> 00:18:07,110
not what we say now.

437
00:18:07,110 --> 00:18:10,037
But if you find a
way to make hand

438
00:18:10,037 --> 00:18:12,340
washing fit as one
of the choices,

439
00:18:12,340 --> 00:18:14,490
it's much better than
having three vaccination

440
00:18:14,490 --> 00:18:17,245
choices and two moving waste
choices and stuff like that.

441
00:18:17,245 --> 00:18:17,828
STUDENT 2: OK.

442
00:18:17,828 --> 00:18:18,328
PABLO: Good.

443
00:18:18,328 --> 00:18:19,373
And good luck.

444
00:18:19,373 --> 00:18:20,248
STUDENT 1: Thank you.

445
00:18:20,248 --> 00:18:22,184
STUDENT 2: Yeah, thank you.

446
00:18:22,184 --> 00:18:27,508
[APPLAUSE]

447
00:18:27,508 --> 00:18:28,980
PROFESSOR: Hello Waves.

448
00:18:28,980 --> 00:18:31,247
STUDENT 3: Our game
is called Hello Waves.

449
00:18:31,247 --> 00:18:32,830
We don't have the
title screen in yet,

450
00:18:32,830 --> 00:18:37,810
but the idea is still
forecast-based financing.

451
00:18:37,810 --> 00:18:40,100
So it's a little
washed out on there.

452
00:18:40,100 --> 00:18:42,900
But if you can see there are
these five different sand

453
00:18:42,900 --> 00:18:47,020
castles with workers
associated with each.

454
00:18:47,020 --> 00:18:49,630
And up here in corner
we have a forecast

455
00:18:49,630 --> 00:18:52,570
of what the water level will
be like in a couple days.

456
00:18:52,570 --> 00:18:55,036
This is the water level right
here, and throughout the game

457
00:18:55,036 --> 00:18:56,570
it'll rise and fall.

458
00:18:56,570 --> 00:18:59,750
And the idea is not to
let your workers get

459
00:18:59,750 --> 00:19:01,737
drowned by the rising water.

460
00:19:01,737 --> 00:19:03,320
The other aspect of
the game though it

461
00:19:03,320 --> 00:19:06,420
that you have a certain
amount of supplies

462
00:19:06,420 --> 00:19:09,419
and whenever you move
someone from their castle

463
00:19:09,419 --> 00:19:10,960
in order to prevent
them from getting

464
00:19:10,960 --> 00:19:14,610
drowned, they will consume
supplies from that stock.

465
00:19:14,610 --> 00:19:16,380
And if you don't have
enough supplies then

466
00:19:16,380 --> 00:19:18,300
they all take damage.

467
00:19:18,300 --> 00:19:21,017
So as you can see,
right now everybody's

468
00:19:21,017 --> 00:19:21,850
in their own castle.

469
00:19:21,850 --> 00:19:24,660
If we click Next Turn the
water level will change

470
00:19:24,660 --> 00:19:26,980
and we'll see that the
forecast will update.

471
00:19:26,980 --> 00:19:30,750
We have a range of
values on this forecast,

472
00:19:30,750 --> 00:19:32,634
a high prediction
and a low prediction,

473
00:19:32,634 --> 00:19:34,300
and if you mouse over
any of the castles

474
00:19:34,300 --> 00:19:36,470
you'll see a red line
appear on the forecast

475
00:19:36,470 --> 00:19:41,040
just to help you orient what
heights are on the forecast.

476
00:19:41,040 --> 00:19:42,860
Or if you're looking
at the forecast, what

477
00:19:42,860 --> 00:19:44,680
it is in the real world.

478
00:19:44,680 --> 00:19:47,220
So you can see the water move.

479
00:19:47,220 --> 00:19:49,887
For these couple days right
now the forecast is pretty low.

480
00:19:49,887 --> 00:19:51,470
If we see that's
kind of getting close

481
00:19:51,470 --> 00:19:53,886
and we're worried about someone
we can click and drag them

482
00:19:53,886 --> 00:19:58,840
to another castle, and on the
next turn they'll move over.

483
00:19:58,840 --> 00:20:00,460
You can also click
people to toggle

484
00:20:00,460 --> 00:20:02,459
between building and gathering.

485
00:20:02,459 --> 00:20:04,000
It's very hard to
see the status text

486
00:20:04,000 --> 00:20:05,208
right now because it's small.

487
00:20:05,208 --> 00:20:07,550
We threw that in
quickly for right now.

488
00:20:07,550 --> 00:20:09,625
But he is set to
building and these three

489
00:20:09,625 --> 00:20:11,000
are set to gathering.

490
00:20:11,000 --> 00:20:13,010
So we'll see that each
turn these three will

491
00:20:13,010 --> 00:20:15,340
gather one supply each.

492
00:20:15,340 --> 00:20:17,290
This teddy bear
will consume one,

493
00:20:17,290 --> 00:20:19,160
so we'll see supplies
go up by two,

494
00:20:19,160 --> 00:20:23,100
and victory progress
will go up by one.

495
00:20:23,100 --> 00:20:25,060
What we have planned
for the rest of the game

496
00:20:25,060 --> 00:20:26,960
is we've made a lot
of progress in terms

497
00:20:26,960 --> 00:20:30,290
of the intuitiveness of the
game, once you understand it,

498
00:20:30,290 --> 00:20:32,850
but right now, there's a
lot in the game that isn't

499
00:20:32,850 --> 00:20:34,600
explained from the get-go.

500
00:20:34,600 --> 00:20:37,240
And so if I give
that spiel to anyone

501
00:20:37,240 --> 00:20:40,850
they can play the game fine
and they do pretty with it.

502
00:20:40,850 --> 00:20:43,760
But if you just open up
the game, you're lost.

503
00:20:43,760 --> 00:20:46,339
So a lot of our work is
going to be on the UI,

504
00:20:46,339 --> 00:20:48,100
of making things
more self-evident

505
00:20:48,100 --> 00:20:51,240
and making sure that people
can understand what's going on

506
00:20:51,240 --> 00:20:53,935
and what their actions
will do without me having

507
00:20:53,935 --> 00:20:55,650
to stand there and tell them.

508
00:20:59,019 --> 00:21:00,060
PROFESSOR: Any questions?

509
00:21:03,480 --> 00:21:03,980
All right.

510
00:21:03,980 --> 00:21:07,085
So I'm going to ask you again,
what is the biggest risk going

511
00:21:07,085 --> 00:21:09,294
forward?

512
00:21:09,294 --> 00:21:11,270
STUDENT 4: I mean,
I think in terms

513
00:21:11,270 --> 00:21:13,870
of our technical
implementation we've already

514
00:21:13,870 --> 00:21:15,750
got good playtests
of our work done

515
00:21:15,750 --> 00:21:17,960
and we have, like, all
of our major graphics in

516
00:21:17,960 --> 00:21:19,270
and things like that.

517
00:21:19,270 --> 00:21:21,500
So I think our major
risk going ahead

518
00:21:21,500 --> 00:21:24,920
is not being able to
explain the game properly.

519
00:21:24,920 --> 00:21:27,670
And so even if we
have finished product

520
00:21:27,670 --> 00:21:29,690
it may still not
be playable if we

521
00:21:29,690 --> 00:21:32,222
don't write good introductions.

522
00:21:32,222 --> 00:21:33,150
PABLO: All right.

523
00:21:33,150 --> 00:21:39,010
So on that front think
of incremental additional

524
00:21:39,010 --> 00:21:39,510
features.

525
00:21:39,510 --> 00:21:42,010
So the games with the
super simple, even

526
00:21:42,010 --> 00:21:44,820
maybe too boring choices,
but then a new choice arrive.

527
00:21:44,820 --> 00:21:47,450
So the learning
be playing can be

528
00:21:47,450 --> 00:21:50,620
staggered in a way that
is [? enjoyable ?].

529
00:21:50,620 --> 00:21:51,120
Good.

530
00:21:51,120 --> 00:21:56,590
Good luck to you, and we'll
talk more about choices later.

531
00:21:56,590 --> 00:21:58,850
I should say that this
high versus low prediction

532
00:21:58,850 --> 00:22:00,790
is something that I
wish scientists did,

533
00:22:00,790 --> 00:22:01,540
like you're doing.

534
00:22:01,540 --> 00:22:03,460
Because most people
say one value,

535
00:22:03,460 --> 00:22:05,496
then it's not that
value [INAUDIBLE]

536
00:22:05,496 --> 00:22:07,948
earlier that
[INAUDIBLE] forecast.

537
00:22:07,948 --> 00:22:08,448
Good.

538
00:22:08,448 --> 00:22:09,924
Thank you.

539
00:22:09,924 --> 00:22:13,368
[APPLAUSE]

540
00:22:13,368 --> 00:22:15,830
PROFESSOR: Heat
Wave, come on down.

541
00:22:15,830 --> 00:22:18,390
STUDENT 5: So the main
things that Heat Wave

542
00:22:18,390 --> 00:22:22,080
is focusing on right now are
playability and education.

543
00:22:22,080 --> 00:22:24,320
As you can see this
is our start screen.

544
00:22:24,320 --> 00:22:25,730
It doesn't have
any instructions.

545
00:22:25,730 --> 00:22:26,881
It's very lame.

546
00:22:26,881 --> 00:22:28,130
We're completely redoing that.

547
00:22:28,130 --> 00:22:31,040
We're also redoing our end
screen and our forecast screen

548
00:22:31,040 --> 00:22:33,730
because we want visual
consistency and just

549
00:22:33,730 --> 00:22:36,370
overall improved
playability by making

550
00:22:36,370 --> 00:22:38,890
the gameplay states more
clear and more connected

551
00:22:38,890 --> 00:22:39,830
to each other.

552
00:22:39,830 --> 00:22:43,070
The other thing we're working
on is we don't currently

553
00:22:43,070 --> 00:22:44,410
have an explicit end condition.

554
00:22:44,410 --> 00:22:46,590
You kind of just play for
however you want to play,

555
00:22:46,590 --> 00:22:49,990
and we're going to add in
like a something happens

556
00:22:49,990 --> 00:22:55,146
that eventually too many
people faint, get heat stroke,

557
00:22:55,146 --> 00:22:56,520
the game's over,
so you have more

558
00:22:56,520 --> 00:22:58,200
of an incentive to play well.

559
00:22:58,200 --> 00:23:01,380
And then finally something we're
working on is user investment.

560
00:23:01,380 --> 00:23:04,160
So we are actually--
where's my mouse?

561
00:23:04,160 --> 00:23:05,160
Sorry.

562
00:23:05,160 --> 00:23:09,520
We are currently working
on redoing pretty much all

563
00:23:09,520 --> 00:23:12,380
of our character
graphics because we

564
00:23:12,380 --> 00:23:14,400
think that having better
character graphics

565
00:23:14,400 --> 00:23:16,090
will make the game
more intuitive.

566
00:23:16,090 --> 00:23:18,800
So one of the ways you play
this game, if you haven't played

567
00:23:18,800 --> 00:23:20,240
it before, is you have
a bunch of characters--

568
00:23:20,240 --> 00:23:21,781
I'll show in a
second-- and you click

569
00:23:21,781 --> 00:23:24,080
on them based on different
characteristics to try

570
00:23:24,080 --> 00:23:26,810
and offer them
water or tell them,

571
00:23:26,810 --> 00:23:29,160
maybe you should go inside,
it's really how out today.

572
00:23:29,160 --> 00:23:31,845
And different people will
react differently to you.

573
00:23:31,845 --> 00:23:33,995
And right now you have
a bunch of characters--

574
00:23:33,995 --> 00:23:35,530
where's my mouse?

575
00:23:35,530 --> 00:23:38,590
And I'm going to play this.

576
00:23:38,590 --> 00:23:40,220
They all look pretty
much the same.

577
00:23:40,220 --> 00:23:41,130
And we have labels--

578
00:23:41,130 --> 00:23:42,100
[LAUGHTER]

579
00:23:42,100 --> 00:23:45,010
Uh, you're already laughing.

580
00:23:45,010 --> 00:23:45,784
Did something--

581
00:23:45,784 --> 00:23:46,950
AUDIENCE: There was a flare.

582
00:23:46,950 --> 00:23:47,783
STUDENT 5: Oh, yeah.

583
00:23:47,783 --> 00:23:50,345
So I'll talk about that
in a second as well.

584
00:23:50,345 --> 00:23:53,760
[LAUGHTER]

585
00:23:53,760 --> 00:23:55,690
So we wanted to increase
emotional investment

586
00:23:55,690 --> 00:23:56,280
in this game.

587
00:23:56,280 --> 00:23:58,770
So one thing I talked about
was an explicit end condition.

588
00:23:58,770 --> 00:24:02,020
The other thing is-- we
know that setting on fire

589
00:24:02,020 --> 00:24:05,050
is extreme and, at this
point, kind of funny.

590
00:24:05,050 --> 00:24:06,070
We all just laughed.

591
00:24:06,070 --> 00:24:08,654
It's not meant to scare you, but
it is meant to make you care.

592
00:24:08,654 --> 00:24:10,320
Before, we just had
people disappearing.

593
00:24:10,320 --> 00:24:12,351
And, number one, people
didn't know that people

594
00:24:12,351 --> 00:24:13,600
had disappeared on the screen.

595
00:24:13,600 --> 00:24:15,100
Players were like,
what happened?

596
00:24:15,100 --> 00:24:16,550
Suddenly there are less people.

597
00:24:16,550 --> 00:24:18,340
And then they'd get
to the newspaper scene

598
00:24:18,340 --> 00:24:20,680
and they'd say seven
people have fainted.

599
00:24:20,680 --> 00:24:21,410
Nothing.

600
00:24:21,410 --> 00:24:24,760
So we added the fire just as
a somewhat comedic element,

601
00:24:24,760 --> 00:24:26,740
somewhat just emotionally
investment element.

602
00:24:26,740 --> 00:24:30,102
I don't want my people to
get set on fire, you know?

603
00:24:30,102 --> 00:24:31,560
So that has to do
with playability.

604
00:24:31,560 --> 00:24:34,580
And also the same thing with
the graphics and the fire,

605
00:24:34,580 --> 00:24:35,860
is education.

606
00:24:35,860 --> 00:24:38,910
We wanted to make this
stick with people long-term

607
00:24:38,910 --> 00:24:40,490
and we thought
that maybe having,

608
00:24:40,490 --> 00:24:44,030
like, a more surprising reaction
to them not doing anything

609
00:24:44,030 --> 00:24:46,027
would make it stick with them.

610
00:24:46,027 --> 00:24:48,610
Something else we're working on
[? with get ?] education is we

611
00:24:48,610 --> 00:24:51,160
need better and more dialogue.

612
00:24:51,160 --> 00:24:56,680
So we redid the backend of
our system for dialogue,

613
00:24:56,680 --> 00:24:59,526
and it doesn't-- uh-oh.

614
00:24:59,526 --> 00:25:00,026
Sorry.

615
00:25:00,026 --> 00:25:01,480
I'm really bad at this.

616
00:25:01,480 --> 00:25:04,650
We redid the backend so that
it would support better choice

617
00:25:04,650 --> 00:25:05,380
trees.

618
00:25:05,380 --> 00:25:07,300
We haven't actually
added the content yet,

619
00:25:07,300 --> 00:25:09,216
which is something we're
working on right now,

620
00:25:09,216 --> 00:25:11,120
but we have the
whole backend working

621
00:25:11,120 --> 00:25:13,910
so that you can make decisions
that actually really do

622
00:25:13,910 --> 00:25:15,437
effect what happens next.

623
00:25:15,437 --> 00:25:17,270
Something people
complained about throughout

624
00:25:17,270 --> 00:25:20,030
is they felt like their decision
weren't having an impact.

625
00:25:20,030 --> 00:25:22,760
That's going to be a
lot more clear now.

626
00:25:22,760 --> 00:25:27,680
And then finally we're
implementing on setting up

627
00:25:27,680 --> 00:25:29,660
longer-term choices.

628
00:25:29,660 --> 00:25:31,980
So right now you
can click on people

629
00:25:31,980 --> 00:25:35,930
and you might talk to
them and they might not

630
00:25:35,930 --> 00:25:37,880
accept the water, they
might accept the water.

631
00:25:37,880 --> 00:25:41,130
You might have a discussion
with them and make them drink.

632
00:25:41,130 --> 00:25:43,550
But we wanted to have
longer-term choices.

633
00:25:43,550 --> 00:25:46,190
So what if you wanted to set
up a public water fountain

634
00:25:46,190 --> 00:25:47,150
or something like that?

635
00:25:47,150 --> 00:25:48,415
And another thing that
we're talking about

636
00:25:48,415 --> 00:25:50,070
is setting up
umbrellas and it might

637
00:25:50,070 --> 00:25:51,540
be worth more of
your time to just,

638
00:25:51,540 --> 00:25:53,410
you know-- the forecast
for the next day

639
00:25:53,410 --> 00:25:56,130
it might say it's going to be
108, but today it's only 80,

640
00:25:56,130 --> 00:25:58,240
so let's set up a
water fountain today

641
00:25:58,240 --> 00:26:00,850
so that tomorrow all the people
can just get water and be

642
00:26:00,850 --> 00:26:01,829
a little healthier.

643
00:26:01,829 --> 00:26:03,620
So that's the two things
we're focusing on,

644
00:26:03,620 --> 00:26:05,440
playability and education.

645
00:26:05,440 --> 00:26:08,851
And we still have a lot of
work to do, which is obvious,

646
00:26:08,851 --> 00:26:10,850
but we've done a lot of
the backend work already

647
00:26:10,850 --> 00:26:13,788
and we think it's
going pretty well.

648
00:26:13,788 --> 00:26:15,732
Any questions?

649
00:26:15,732 --> 00:26:17,676
PROFESSOR: Questions anyone?

650
00:26:17,676 --> 00:26:18,648
STUDENT 5: Yes?

651
00:26:18,648 --> 00:26:19,140
AUDIENCE: [INAUDIBLE]

652
00:26:19,140 --> 00:26:20,390
STUDENT 5: Oh, Julia did this.

653
00:26:20,390 --> 00:26:21,569
Isn't it pretty?

654
00:26:21,569 --> 00:26:22,535
AUDIENCE: That's dope.

655
00:26:22,535 --> 00:26:23,018
AUDIENCE: Thanks.

656
00:26:23,018 --> 00:26:23,934
STUDENT 5: It is dope.

657
00:26:23,934 --> 00:26:24,467
I agree.

658
00:26:24,467 --> 00:26:25,916
AUDIENCE: [INAUDIBLE]

659
00:26:25,916 --> 00:26:28,830
[LAUGHTER]

660
00:26:28,830 --> 00:26:31,710
STUDENT 5: Any other questions?

661
00:26:31,710 --> 00:26:33,470
PABLO: Thank you.

662
00:26:33,470 --> 00:26:34,400
Quick comments.

663
00:26:34,400 --> 00:26:37,280
I agree with the idea of making
something like the flame that

664
00:26:37,280 --> 00:26:39,470
is visually compelling.

665
00:26:39,470 --> 00:26:43,160
You may want to think-- if
that's what you end up, fine.

666
00:26:43,160 --> 00:26:46,870
But beware that the idea
of fire is very much

667
00:26:46,870 --> 00:26:49,520
elicits a hazard,
something external,

668
00:26:49,520 --> 00:26:51,510
whereas the nature
of the heat wave risk

669
00:26:51,510 --> 00:26:53,745
is a combination of the
hazard like the fire

670
00:26:53,745 --> 00:26:55,710
and the vulnerability
of the player.

671
00:26:55,710 --> 00:26:57,500
How susceptible
are you, which is

672
00:26:57,500 --> 00:26:59,920
different from an
elderly asthmatic person

673
00:26:59,920 --> 00:27:01,660
versus a healthy sports person.

674
00:27:01,660 --> 00:27:05,530
So if you can brainstorm
about how to depict that,

675
00:27:05,530 --> 00:27:07,685
which can be more
evocative of the fact

676
00:27:07,685 --> 00:27:09,870
that it depends on
the person and not

677
00:27:09,870 --> 00:27:10,930
just some external thing.

678
00:27:10,930 --> 00:27:11,210
STUDENT 5: OK.

679
00:27:11,210 --> 00:27:12,293
PABLO: I have no idea how.

680
00:27:12,293 --> 00:27:14,460
Maybe it's not doable,
but if you can,

681
00:27:14,460 --> 00:27:17,414
that would be
[? an invitation. ?]

682
00:27:17,414 --> 00:27:18,830
STUDENT 5: And
even if we can't do

683
00:27:18,830 --> 00:27:20,330
that we're going
to try to implement

684
00:27:20,330 --> 00:27:22,310
that same concept
through the dialogue

685
00:27:22,310 --> 00:27:25,308
by making the dialogue very
specific, based on the person.

686
00:27:25,308 --> 00:27:26,016
PABLO: Excellent.

687
00:27:26,016 --> 00:27:26,480
Great.

688
00:27:26,480 --> 00:27:27,979
STUDENT 5: Yeah,
you had a question?

689
00:27:27,979 --> 00:27:29,130
AUDIENCE: Yeah.

690
00:27:29,130 --> 00:27:30,818
We found the fire funny.

691
00:27:30,818 --> 00:27:32,990
Do you think everybody
would find it funny?

692
00:27:32,990 --> 00:27:35,120
STUDENT 5: So you have to
think about the audience

693
00:27:35,120 --> 00:27:36,100
for this game.

694
00:27:36,100 --> 00:27:38,800
The audience for this game
is the Red Cross worker.

695
00:27:38,800 --> 00:27:41,276
Now I don't necessarily
think that all of them

696
00:27:41,276 --> 00:27:43,150
will think it's funny,
but they'll definitely

697
00:27:43,150 --> 00:27:46,319
elicit some reaction, and I
think that's what's important.

698
00:27:46,319 --> 00:27:47,860
Because before in
our game we weren't

699
00:27:47,860 --> 00:27:51,560
eliciting any sort of reaction,
so it wasn't memorable.

700
00:27:51,560 --> 00:27:54,567
The fire might be funny to some,
it might be scary to others,

701
00:27:54,567 --> 00:27:56,650
thinking about people going
on fire, I don't know.

702
00:27:56,650 --> 00:27:59,070
Me, personally, I think
it's a little terrifying.

703
00:27:59,070 --> 00:28:01,270
But either way it
elicits a reaction.

704
00:28:01,270 --> 00:28:03,550
That's really what
we're going for.

705
00:28:03,550 --> 00:28:05,070
Any other questions?

706
00:28:05,070 --> 00:28:06,210
PABLO: One minor comment.

707
00:28:06,210 --> 00:28:06,966
STUDENT 5: Yes?

708
00:28:06,966 --> 00:28:08,466
PABLO: Most of the
rest of the world

709
00:28:08,466 --> 00:28:10,599
uses degrees Celsius as
opposed to Farenheit--

710
00:28:10,599 --> 00:28:11,182
STUDENT 5: Oh.

711
00:28:11,182 --> 00:28:13,599
PABLO: So consider having
a choice for [? that. ?]

712
00:28:13,599 --> 00:28:15,140
STUDENT 5: That's
a great suggestion.

713
00:28:15,140 --> 00:28:16,030
Thank you.

714
00:28:16,030 --> 00:28:17,075
We'll take that
into consideration.

715
00:28:17,075 --> 00:28:17,866
You had a question?

716
00:28:17,866 --> 00:28:20,040
PROFESSOR: And
your biggest risk?

717
00:28:20,040 --> 00:28:23,900
STUDENT 5: Our biggest
risk is-- so we're not

718
00:28:23,900 --> 00:28:27,510
adding any features, but
from our product backlog

719
00:28:27,510 --> 00:28:29,960
it's just we're redoing a lot.

720
00:28:29,960 --> 00:28:33,530
So just the sheer amount
and the breakdown of work--

721
00:28:33,530 --> 00:28:36,258
it's just we're redoing a lot.

722
00:28:36,258 --> 00:28:37,719
PROFESSOR: And
that's content work,

723
00:28:37,719 --> 00:28:39,684
or is it front and
backend work still?

724
00:28:39,684 --> 00:28:41,850
STUDENT 5: So we redid a
lot of the backend already,

725
00:28:41,850 --> 00:28:45,310
but in terms of the adding of
objects, that's more backend.

726
00:28:45,310 --> 00:28:48,320
But in terms of the dialogue
and stuff, that's more content.

727
00:28:48,320 --> 00:28:50,158
So we have work on both sides.

728
00:28:50,158 --> 00:28:51,592
PROFESSOR: OK.

729
00:28:51,592 --> 00:28:53,026
STUDENT 5: Thank you.

730
00:28:53,026 --> 00:28:53,982
PROFESSOR: Thank you.

731
00:28:53,982 --> 00:28:55,894
[APPLAUSE]

732
00:28:55,894 --> 00:28:58,907
Next up is Saving
the Animal Village.

733
00:28:58,907 --> 00:28:59,490
STUDENT 6: OK.

734
00:28:59,490 --> 00:29:02,200
So I'm just going to start
talking while Justin sets up.

735
00:29:02,200 --> 00:29:05,370
We are a subset of Saving
the Animal Village.

736
00:29:05,370 --> 00:29:09,790
And our game is trying to
teach cholera prevention

737
00:29:09,790 --> 00:29:12,370
through a series of
minigames, three.

738
00:29:12,370 --> 00:29:16,670
And then the story
is that the mayor

739
00:29:16,670 --> 00:29:18,130
needs help deciding
whether or not

740
00:29:18,130 --> 00:29:20,680
cholera is what is
plaguing the city

741
00:29:20,680 --> 00:29:24,160
or if it's this monster that
you encounter in the beginning.

742
00:29:24,160 --> 00:29:27,950
And so the player will go
through, explore the town,

743
00:29:27,950 --> 00:29:32,870
and try to convince the mayor
that it is, indeed, cholera.

744
00:29:32,870 --> 00:29:38,580
The most prevalent
things that we

745
00:29:38,580 --> 00:29:43,000
need to fix, I guess-- the
prevalent problems that we need

746
00:29:43,000 --> 00:29:48,490
to fix are-- when we playtested
with Pablo some time back

747
00:29:48,490 --> 00:29:53,340
he noted that our minigames--
for example, the filtration

748
00:29:53,340 --> 00:29:55,210
minigame-- wasn't
really something

749
00:29:55,210 --> 00:29:58,090
that would connect to our
audience, which were children

750
00:29:58,090 --> 00:30:01,940
who were in affected areas,
like Ghana, from the ages of 8

751
00:30:01,940 --> 00:30:03,250
to 13.

752
00:30:03,250 --> 00:30:06,760
And we had this, like,
factory setting before

753
00:30:06,760 --> 00:30:10,980
and it was not something a
child would encounter ever.

754
00:30:10,980 --> 00:30:15,520
So what we're changing it to is,
it's going to be inside a home

755
00:30:15,520 --> 00:30:19,610
and a mother's going to be the
one that's bringing the water.

756
00:30:19,610 --> 00:30:23,890
And it's going to
be basically things

757
00:30:23,890 --> 00:30:27,890
that children that will
be playing this game

758
00:30:27,890 --> 00:30:28,650
can relate to.

759
00:30:28,650 --> 00:30:31,610
And we're still in the
progress of changing that.

760
00:30:31,610 --> 00:30:38,280
And we're also in the progress
of adding conversation UI

761
00:30:38,280 --> 00:30:41,750
that's functional
and that we can

762
00:30:41,750 --> 00:30:46,380
use while not alienating the
lower range of our age range.

763
00:30:46,380 --> 00:30:51,160
Because Pablo mentioned that the
children in Ghana [? who are ?]

764
00:30:51,160 --> 00:30:53,970
8 years old might not be
able to read as well as

765
00:30:53,970 --> 00:30:55,320
we want them to.

766
00:30:55,320 --> 00:30:57,390
So we're going to have
more visual instructions

767
00:30:57,390 --> 00:31:01,290
as well, which is important.

768
00:31:01,290 --> 00:31:04,310
And that will probably
be the deciding factor of

769
00:31:04,310 --> 00:31:08,320
whether or not this
game will be successful.

770
00:31:08,320 --> 00:31:10,530
I would say the
thing that is keeping

771
00:31:10,530 --> 00:31:15,000
us back the most right now
is the art, which we have

772
00:31:15,000 --> 00:31:19,190
to synthesize to
match Ghana culture

773
00:31:19,190 --> 00:31:22,384
and communicate our
message as well.

774
00:31:25,870 --> 00:31:29,920
We're also attempting to
implement a way to integrate

775
00:31:29,920 --> 00:31:32,480
the minigames more
through our main scene,

776
00:31:32,480 --> 00:31:34,852
but we'll see how much progress
we get through [? and ?]

777
00:31:34,852 --> 00:31:36,810
[? we'll have ?]
[? to correct ?] that feature.

778
00:31:40,205 --> 00:31:41,175
Any questions?

779
00:31:45,550 --> 00:31:46,870
PABLO: Just one clarification.

780
00:31:46,870 --> 00:31:49,910
When I referred to
matching, I like

781
00:31:49,910 --> 00:31:52,480
what you just showed way better
than what was there before.

782
00:31:52,480 --> 00:31:54,615
And I think if this
is the end aesthetic

783
00:31:54,615 --> 00:31:57,800
of that minigame, that's fine.

784
00:31:57,800 --> 00:32:01,810
My inclination is to
think not so much matching

785
00:32:01,810 --> 00:32:05,330
to Ghana culture, but making
it more adequate or suitable.

786
00:32:05,330 --> 00:32:09,380
So if it looks like science
fiction to a Ghanaian child,

787
00:32:09,380 --> 00:32:11,100
that's fine.

788
00:32:11,100 --> 00:32:15,370
There must be someone from
Ghana around the Boston area.

789
00:32:15,370 --> 00:32:20,070
Send an email, talk to
taxi drivers, I don't know.

790
00:32:20,070 --> 00:32:23,000
Just like you're doing
playtesting with kids,

791
00:32:23,000 --> 00:32:25,840
try to find someone from
West Africa, if not Ghana

792
00:32:25,840 --> 00:32:27,850
so that they can
tell you, no, cats

793
00:32:27,850 --> 00:32:30,189
are actually
spiritually poisonous

794
00:32:30,189 --> 00:32:31,230
or whatever they may say.

795
00:32:31,230 --> 00:32:31,930
I have no idea.

796
00:32:31,930 --> 00:32:34,462
But you want to get
some kind of feedback.

797
00:32:34,462 --> 00:32:35,380
I love cats.

798
00:32:35,380 --> 00:32:38,481
I hope they're not
spiritually poisonous.

799
00:32:38,481 --> 00:32:38,980
Good.

800
00:32:38,980 --> 00:32:41,580
And then there were
many, many games.

801
00:32:41,580 --> 00:32:44,500
We will converse later,
but this core idea I think

802
00:32:44,500 --> 00:32:46,670
is a very useful one.

803
00:32:46,670 --> 00:32:51,910
I'll be keen to learn more about
how the game can be adjusted

804
00:32:51,910 --> 00:32:55,872
in terms of speed of learning
and the speed of-- as you

805
00:32:55,872 --> 00:32:57,580
master it and it
becomes more complicated

806
00:32:57,580 --> 00:32:59,930
because of things moving
faster or some kind

807
00:32:59,930 --> 00:33:01,290
of additional complexity.

808
00:33:01,290 --> 00:33:01,940
But good.

809
00:33:01,940 --> 00:33:04,600
Well done.

810
00:33:04,600 --> 00:33:05,760
PROFESSOR: So biggest risk?

811
00:33:05,760 --> 00:33:07,010
Are you going to say it's art?

812
00:33:07,010 --> 00:33:07,690
You mentioned the art.

813
00:33:07,690 --> 00:33:07,980
STUDENT 6: Yeah.

814
00:33:07,980 --> 00:33:09,230
PROFESSOR: What about the art?

815
00:33:09,230 --> 00:33:11,406
Is it the UI art or the
representational art

816
00:33:11,406 --> 00:33:12,280
that we talked about?

817
00:33:12,280 --> 00:33:12,946
STUDENT 6: Yeah.

818
00:33:12,946 --> 00:33:16,840
So it's mostly making sure
the representational art

819
00:33:16,840 --> 00:33:20,310
aligns with-- what
we think of it

820
00:33:20,310 --> 00:33:23,700
aligns with what our
intended players think of it.

821
00:33:23,700 --> 00:33:26,204
And also just, like, we
have so much art to produce.

822
00:33:26,204 --> 00:33:27,120
Like, getting it done.

823
00:33:27,120 --> 00:33:29,890
PROFESSOR: The gameplay is
there, all the buttons work,

824
00:33:29,890 --> 00:33:31,600
it's just getting
stuff onto that?

825
00:33:31,600 --> 00:33:34,016
STUDENT 6: Also the conversation
UI, but our biggest risk,

826
00:33:34,016 --> 00:33:34,900
I think, is the art.

827
00:33:34,900 --> 00:33:35,860
STUDENT 7: It's
mostly functional.

828
00:33:35,860 --> 00:33:38,767
There's a few bugs to iron out,
but the structure's all there.

829
00:33:38,767 --> 00:33:39,701
PROFESSOR: OK.

830
00:33:39,701 --> 00:33:42,920
Last questions?

831
00:33:42,920 --> 00:33:44,317
Thank you.

832
00:33:44,317 --> 00:33:50,020
[APPLAUSE]

833
00:33:50,020 --> 00:33:50,520
All right.

834
00:33:50,520 --> 00:33:53,770
Any generalized feedback you
want to give the whole class?

835
00:33:53,770 --> 00:33:54,380
PABLO: Yeah.

836
00:33:54,380 --> 00:33:58,330
You're now in a place where
you have on one hand more

837
00:33:58,330 --> 00:34:01,040
to do than probably
you think you can,

838
00:34:01,040 --> 00:34:04,200
but also more temptation to
do more things, new things,

839
00:34:04,200 --> 00:34:06,860
explore new ways of
representing, et cetera.

840
00:34:06,860 --> 00:34:08,909
It will be a balancing act.

841
00:34:08,909 --> 00:34:10,800
In order to get a
passing grade you

842
00:34:10,800 --> 00:34:13,219
have to deliver something
that works well enough.

843
00:34:13,219 --> 00:34:14,780
I'll let them define that.

844
00:34:14,780 --> 00:34:19,830
I invite you to
remain inquisitive

845
00:34:19,830 --> 00:34:23,190
as to those simple-to-implement
new ideas that can help

846
00:34:23,190 --> 00:34:26,600
something be really better.

847
00:34:26,600 --> 00:34:29,300
So don't try to do
something really better that

848
00:34:29,300 --> 00:34:30,679
require starting from scratch.

849
00:34:30,679 --> 00:34:32,540
That'll be suicidal
at this stage.

850
00:34:32,540 --> 00:34:34,829
But that balance is
a balance that you

851
00:34:34,829 --> 00:34:37,120
will be experiencing throughout
the rest of your lives,

852
00:34:37,120 --> 00:34:39,328
whether it's designing a
video game for the Red Cross

853
00:34:39,328 --> 00:34:42,408
or designing, you know, rockets.

854
00:34:42,408 --> 00:34:43,949
Good luck with it
all, and we'll have

855
00:34:43,949 --> 00:34:47,489
more personalized conversations
after the half hour

856
00:34:47,489 --> 00:34:48,190
presentation.

857
00:34:48,190 --> 00:34:48,400
Thank you.

858
00:34:48,400 --> 00:34:48,889
PROFESSOR: Thank you.

859
00:34:48,889 --> 00:34:50,014
PABLO: And I'll be outside.

860
00:34:50,014 --> 00:34:51,190
You let me know when.

861
00:34:51,190 --> 00:34:53,874
PROFESSOR: We're done?

862
00:34:53,874 --> 00:34:56,040
Do you guys need to take
a-- should we take a break?

863
00:34:56,040 --> 00:34:57,790
Should we just keep going?

864
00:34:57,790 --> 00:34:59,790
AUDIENCE: [INAUDIBLE]
10 minute [INAUDIBLE].

865
00:34:59,790 --> 00:34:59,870
PROFESSOR: Yeah.

866
00:34:59,870 --> 00:35:01,828
So we're going to take
a quick 10-minute break.

867
00:35:01,828 --> 00:35:03,190
It's 1:50 right now.

868
00:35:03,190 --> 00:35:05,360
So 2 o'clock.

869
00:35:05,360 --> 00:35:08,680
If you want to talk about and
synthesize the feedback we just

870
00:35:08,680 --> 00:35:10,260
gave you, do that right now.

871
00:35:13,440 --> 00:35:16,170
On the presentations
you just gave.

872
00:35:16,170 --> 00:35:17,510
You did really well.

873
00:35:17,510 --> 00:35:20,140
You knew the problems that
you had, which is good,

874
00:35:20,140 --> 00:35:22,319
because I was worried on
playtest that you might not

875
00:35:22,319 --> 00:35:24,860
know some of the issues that
you were seeing in the playtest.

876
00:35:24,860 --> 00:35:25,485
So that's good.

877
00:35:25,485 --> 00:35:27,340
We're really glad to see that.

878
00:35:27,340 --> 00:35:29,740
The big challenge I
see for your future

879
00:35:29,740 --> 00:35:34,990
is planning for fixing those--
responding to those problems

880
00:35:34,990 --> 00:35:35,949
that you know.

881
00:35:35,949 --> 00:35:37,740
There's just a lot of
unforeseen stuff that

882
00:35:37,740 --> 00:35:40,000
can happen between now
and the end of class,

883
00:35:40,000 --> 00:35:42,060
and that is what my talk
is going to be about,

884
00:35:42,060 --> 00:35:46,950
is how to plan for disaster.

885
00:35:46,950 --> 00:35:49,910
And part of that is, just
don't have the disaster.

886
00:35:49,910 --> 00:35:51,980
Cut it from the get go.

887
00:35:51,980 --> 00:35:55,930
So let me just make
sure this is up.

888
00:35:55,930 --> 00:35:57,410
Next.

889
00:35:57,410 --> 00:35:57,910
All right.

890
00:35:57,910 --> 00:35:59,060
You have deadlines.

891
00:35:59,060 --> 00:36:00,840
This is the creative process.

892
00:36:00,840 --> 00:36:02,790
Deadlines happen at
the end of the process.

893
00:36:02,790 --> 00:36:06,740
Hopefully work happens
before the process.

894
00:36:06,740 --> 00:36:12,330
In this class your deadline is
the last day of class, right?

895
00:36:12,330 --> 00:36:14,535
Double check your Stellar,
you might be surprised.

896
00:36:17,230 --> 00:36:19,955
In the real world
some of your deadlines

897
00:36:19,955 --> 00:36:21,160
are going to be demo days.

898
00:36:21,160 --> 00:36:21,750
E3.

899
00:36:21,750 --> 00:36:23,880
Anybody heard the term E3 demo?

900
00:36:23,880 --> 00:36:26,616
And soul-crushing-E3
demo, and studio

901
00:36:26,616 --> 00:36:30,440
closed after failure of E3 demo?

902
00:36:30,440 --> 00:36:33,600
Basically, show your game
off to a bunch of press

903
00:36:33,600 --> 00:36:37,870
and hope it works.

904
00:36:37,870 --> 00:36:40,077
Usually that means don't
allow any press to play it.

905
00:36:40,077 --> 00:36:41,160
You just play it for them.

906
00:36:41,160 --> 00:36:43,100
And by playing it for them,
that might be just showing them

907
00:36:43,100 --> 00:36:45,170
the video while you
manipulate the controller.

908
00:36:45,170 --> 00:36:47,150
You don't get to do
that in this class.

909
00:36:47,150 --> 00:36:49,024
Other terms you might
hear from the industry.

910
00:36:49,024 --> 00:36:50,420
Going gold.

911
00:36:50,420 --> 00:36:51,770
It's not just for disco.

912
00:36:51,770 --> 00:36:55,300
It is-- the Gold Master
there on the left side,

913
00:36:55,300 --> 00:36:58,060
that's a game that went gold
and actually was canceled.

914
00:36:58,060 --> 00:37:00,255
It got all the way
to Gold Master,

915
00:37:00,255 --> 00:37:02,380
and then they said, no,
we're not going to ship it.

916
00:37:02,380 --> 00:37:03,630
We're not going to produce it.

917
00:37:03,630 --> 00:37:04,950
It's just not good enough.

918
00:37:04,950 --> 00:37:05,970
That can happen.

919
00:37:05,970 --> 00:37:06,670
Ship dates.

920
00:37:06,670 --> 00:37:08,990
Back in the day games
came in these things

921
00:37:08,990 --> 00:37:11,240
called boxes made out of
cardboard with printed

922
00:37:11,240 --> 00:37:13,899
graphics that were in
interesting-- Eidos

923
00:37:13,899 --> 00:37:15,690
would make them in
these trapezoidal things

924
00:37:15,690 --> 00:37:17,880
so they wouldn't quite
fit on the shelf.

925
00:37:17,880 --> 00:37:20,560
So you would see--
that's an Eidos product.

926
00:37:20,560 --> 00:37:23,290
Thief-- were you on this
one, Thief, The Dark Project?

927
00:37:23,290 --> 00:37:24,180
SARA VERILLI: Yep.

928
00:37:24,180 --> 00:37:25,080
PROFESSOR: Yep.

929
00:37:25,080 --> 00:37:26,380
Tomb Raider as well.

930
00:37:26,380 --> 00:37:29,260
Again, you don't exactly
have a boxed ship date,

931
00:37:29,260 --> 00:37:33,010
but you have a give us a
playable version of the game

932
00:37:33,010 --> 00:37:34,920
ship date.

933
00:37:34,920 --> 00:37:36,840
So how much time
do you have left?

934
00:37:36,840 --> 00:37:37,900
December 10.

935
00:37:37,900 --> 00:37:39,660
You have 17 days
left between now

936
00:37:39,660 --> 00:37:42,850
and then to finish your game.

937
00:37:42,850 --> 00:37:46,070
Well, let's assume you
don't work on Thanksgiving.

938
00:37:46,070 --> 00:37:48,254
Anybody going home to
see family or anything?

939
00:37:48,254 --> 00:37:49,170
A good portion of you.

940
00:37:49,170 --> 00:37:52,447
Are you going to work while
you're with your family?

941
00:37:52,447 --> 00:37:53,530
Maybe you're going to try.

942
00:37:53,530 --> 00:37:59,239
Maybe you're in a turkey coma,
or veggie turkey coma for me.

943
00:37:59,239 --> 00:38:00,780
But what about the
presentation week?

944
00:38:00,780 --> 00:38:02,930
So December 8 and
10, you're actually

945
00:38:02,930 --> 00:38:05,040
in class working on
your presentations.

946
00:38:05,040 --> 00:38:09,160
Hopefully your game works by the
start of class on December 8.

947
00:38:09,160 --> 00:38:10,179
Hopefully.

948
00:38:10,179 --> 00:38:12,220
We're actually going to
recommend that you do not

949
00:38:12,220 --> 00:38:15,340
change your game on
December 8 and December 10,

950
00:38:15,340 --> 00:38:16,770
and you do a thing
we call "soak,"

951
00:38:16,770 --> 00:38:18,110
which I'll talk about later.

952
00:38:18,110 --> 00:38:19,540
It's totally up to you to do it.

953
00:38:19,540 --> 00:38:20,990
I offer it every year.

954
00:38:20,990 --> 00:38:22,550
It's almost never taken.

955
00:38:22,550 --> 00:38:24,720
But I'm offering it.

956
00:38:24,720 --> 00:38:27,580
So actually, was that 13 days
or was it really 30 hours?

957
00:38:27,580 --> 00:38:31,156
You've got 12-- this is
a 12-hour-a-week course.

958
00:38:31,156 --> 00:38:33,780
I took out the time that you're
actually spent here in lecture,

959
00:38:33,780 --> 00:38:34,904
that I'm stealing from you.

960
00:38:34,904 --> 00:38:35,440
Sorry.

961
00:38:35,440 --> 00:38:37,330
I like talking sometimes.

962
00:38:37,330 --> 00:38:39,190
So you really have
less than 1 work week

963
00:38:39,190 --> 00:38:40,314
to get all this stuff done.

964
00:38:40,314 --> 00:38:43,150
So think about that when you're
thinking about your projects.

965
00:38:43,150 --> 00:38:47,080
Can you do all this in
one regular professional,

966
00:38:47,080 --> 00:38:50,000
less than 40 hour work week?

967
00:38:50,000 --> 00:38:53,101
So that's scary.

968
00:38:53,101 --> 00:38:54,350
How do you meet your deadline?

969
00:38:54,350 --> 00:38:56,830
Do you crunch or do you cut?

970
00:38:56,830 --> 00:38:58,945
Who's heard the
word crunch before?

971
00:38:58,945 --> 00:39:01,130
Just raise your hand
it you've heard it.

972
00:39:01,130 --> 00:39:01,826
All right.

973
00:39:01,826 --> 00:39:04,450
Raise your hand if you do crunch
right now, if you are actually

974
00:39:04,450 --> 00:39:06,408
in the middle of crunch,
not even on this class

975
00:39:06,408 --> 00:39:08,140
but in other classes.

976
00:39:08,140 --> 00:39:08,857
Yeah.

977
00:39:08,857 --> 00:39:10,690
As students, you already
know how to crunch.

978
00:39:10,690 --> 00:39:11,620
You do this.

979
00:39:11,620 --> 00:39:14,370
This is your daily life.

980
00:39:14,370 --> 00:39:17,160
And it's expected in some
cases, it's some problems

981
00:39:17,160 --> 00:39:18,610
with the system, guess what?

982
00:39:18,610 --> 00:39:21,040
The same problems in
the game industry.

983
00:39:21,040 --> 00:39:24,030
There is a way to do crunch--
to do a viable crunch.

984
00:39:24,030 --> 00:39:26,380
And that's actually what
next week is probably

985
00:39:26,380 --> 00:39:29,710
going to be for you,
is your crunch week.

986
00:39:29,710 --> 00:39:31,930
So ways you can do
crunch and ways crunch

987
00:39:31,930 --> 00:39:37,000
is viable in the actual,
real world industry.

988
00:39:37,000 --> 00:39:38,940
You spend a limited
time period in crunch.

989
00:39:38,940 --> 00:39:42,487
So if you hear
about death marches,

990
00:39:42,487 --> 00:39:43,570
that's not a limited time.

991
00:39:43,570 --> 00:39:46,820
That can be months,
years spent working

992
00:39:46,820 --> 00:39:52,760
80-hour days on some studios,
unnamed, in Australia.

993
00:39:52,760 --> 00:39:54,660
We're recommending
spending one sprint.

994
00:39:54,660 --> 00:39:58,452
If you do a planned
sprint we say, in advance,

995
00:39:58,452 --> 00:40:00,160
that we are going to
crunch on this week.

996
00:40:00,160 --> 00:40:03,181
That means we're going to spend
that week picking up the slack

997
00:40:03,181 --> 00:40:04,680
and getting through
a bunch of stuff

998
00:40:04,680 --> 00:40:06,210
and we're going to work
a long period of time.

999
00:40:06,210 --> 00:40:07,030
And it's going to be awesome.

1000
00:40:07,030 --> 00:40:07,821
Because guess what?

1001
00:40:07,821 --> 00:40:08,800
It's voluntary.

1002
00:40:08,800 --> 00:40:10,010
It is team-driven.

1003
00:40:10,010 --> 00:40:12,270
We decided, as a
team, to do this.

1004
00:40:12,270 --> 00:40:15,600
The management did not say, you
are going to crunch right now.

1005
00:40:15,600 --> 00:40:17,582
And in fact, a lot of
game industry would say,

1006
00:40:17,582 --> 00:40:18,540
that's not even crunch.

1007
00:40:18,540 --> 00:40:19,720
You're having too much fun.

1008
00:40:19,720 --> 00:40:20,980
That can't be crunch.

1009
00:40:20,980 --> 00:40:25,500
For them crunch is
compulsory, unpaid over-time.

1010
00:40:25,500 --> 00:40:29,324
Three words that I despise.

1011
00:40:29,324 --> 00:40:31,365
So if you are going to
crunch and it is voluntary

1012
00:40:31,365 --> 00:40:32,915
and you plan for
it in advance, you

1013
00:40:32,915 --> 00:40:35,660
would follow it by deep soak.

1014
00:40:35,660 --> 00:40:40,310
Deep soak, in this case, means
test, play, itemize bugs.

1015
00:40:40,310 --> 00:40:42,640
It means you are
playing your game,

1016
00:40:42,640 --> 00:40:45,820
you are understanding every
subtle nuance of the user

1017
00:40:45,820 --> 00:40:47,600
experience of your game.

1018
00:40:47,600 --> 00:40:50,490
You probably have a very good
understanding of the programmer

1019
00:40:50,490 --> 00:40:53,707
experience of your game, of
the artist, of the producer,

1020
00:40:53,707 --> 00:40:54,790
of the person on the team.

1021
00:40:54,790 --> 00:40:57,425
You know how your game ticks
from your point of view.

1022
00:40:57,425 --> 00:40:59,800
But you don't yet know it from
the players point of view,

1023
00:40:59,800 --> 00:41:01,690
even after focus testing,
even after seeing

1024
00:41:01,690 --> 00:41:02,789
other players play it.

1025
00:41:02,789 --> 00:41:04,330
You probably haven't
played your game

1026
00:41:04,330 --> 00:41:06,163
enough to really
understand what's going on.

1027
00:41:06,163 --> 00:41:08,170
What it actually
does from the get go.

1028
00:41:08,170 --> 00:41:10,850
So you play it a lot,
you itemize bugs,

1029
00:41:10,850 --> 00:41:12,850
you prioritize bugs,
you write bugs down,

1030
00:41:12,850 --> 00:41:14,800
but you don't actually fix them.

1031
00:41:14,800 --> 00:41:17,380
You just see what they
are, see how bad they are,

1032
00:41:17,380 --> 00:41:21,051
decide whether or not afterwards
you want to fix them or not.

1033
00:41:21,051 --> 00:41:21,550
All right.

1034
00:41:21,550 --> 00:41:23,770
So that's how you do crunch.

1035
00:41:23,770 --> 00:41:24,570
I give that to you.

1036
00:41:24,570 --> 00:41:25,920
You will probably do it.

1037
00:41:25,920 --> 00:41:27,130
That is OK.

1038
00:41:27,130 --> 00:41:28,420
Good luck.

1039
00:41:28,420 --> 00:41:29,720
But, advanced course.

1040
00:41:29,720 --> 00:41:32,610
If you want to cut features,
this is how you cut features.

1041
00:41:32,610 --> 00:41:35,260
So from now until
December 8, ask yourself,

1042
00:41:35,260 --> 00:41:37,939
can you ship your
game right now?

1043
00:41:37,939 --> 00:41:39,730
That's part of the
aspect of sprint, right?

1044
00:41:39,730 --> 00:41:41,350
At the end of a
sprint you should

1045
00:41:41,350 --> 00:41:42,560
be able to ship your game.

1046
00:41:42,560 --> 00:41:43,540
It's a viable product.

1047
00:41:43,540 --> 00:41:46,040
I can send it over the
wall, someone can play it,

1048
00:41:46,040 --> 00:41:49,020
and it is good and ready to go.

1049
00:41:49,020 --> 00:41:51,090
In order to do that--
and in this talk

1050
00:41:51,090 --> 00:41:53,232
I'm assuming that,
in order to do this,

1051
00:41:53,232 --> 00:41:55,440
you're going to need to
reduce the scope of your game

1052
00:41:55,440 --> 00:41:59,690
because you need
to ship it soon.

1053
00:41:59,690 --> 00:42:01,900
So what can you cut?

1054
00:42:01,900 --> 00:42:05,260
Some developers say these are
the only things you should cut.

1055
00:42:05,260 --> 00:42:08,290
Features that are not
fun and features that

1056
00:42:08,290 --> 00:42:09,900
do not advance the game's goals.

1057
00:42:09,900 --> 00:42:11,360
So play the game a lot.

1058
00:42:11,360 --> 00:42:13,410
Decide whether or not
those features are fun,

1059
00:42:13,410 --> 00:42:17,120
collect evidence for it, have
a theory about what is fun

1060
00:42:17,120 --> 00:42:19,360
or what is not fun,
identify those features

1061
00:42:19,360 --> 00:42:21,320
that go towards that
theory and remove them.

1062
00:42:21,320 --> 00:42:23,359
Just don't even continue
working on them.

1063
00:42:23,359 --> 00:42:25,150
In this case you're
thinking about the game

1064
00:42:25,150 --> 00:42:27,275
from the idea of your player
and your stakeholders.

1065
00:42:29,135 --> 00:42:31,510
These are basically features
that if you spent more time,

1066
00:42:31,510 --> 00:42:34,090
it would not be time well-spent.

1067
00:42:34,090 --> 00:42:35,390
But there's some other ones.

1068
00:42:35,390 --> 00:42:37,848
There are features that are
too big to be finished in time.

1069
00:42:37,848 --> 00:42:41,290
Really take a realistic look at
your product backlog right now

1070
00:42:41,290 --> 00:42:44,260
and decide if you can
finish it in time or not.

1071
00:42:44,260 --> 00:42:46,330
Could you cut those features?

1072
00:42:46,330 --> 00:42:47,760
Just give it a moment's thought.

1073
00:42:47,760 --> 00:42:50,030
Think about it.

1074
00:42:50,030 --> 00:42:52,020
Features that just don't work.

1075
00:42:52,020 --> 00:42:54,500
Why bother fixing something
if it's just going

1076
00:42:54,500 --> 00:42:56,115
to stay broken in two weeks?

1077
00:42:56,115 --> 00:42:56,740
Can you cut it?

1078
00:42:56,740 --> 00:42:57,698
Can you just remove it?

1079
00:42:57,698 --> 00:42:59,320
Does it change the game or not?

1080
00:42:59,320 --> 00:43:00,980
Can you even fix
these in time anyway?

1081
00:43:00,980 --> 00:43:02,438
You just have to
look at it and you

1082
00:43:02,438 --> 00:43:05,600
have to analyze it and decide.

1083
00:43:05,600 --> 00:43:09,830
So how would you actually
go ahead and do that?

1084
00:43:09,830 --> 00:43:12,780
Hopefully you can say
yes to these things.

1085
00:43:12,780 --> 00:43:14,800
Is your product backlog
currently prioritized

1086
00:43:14,800 --> 00:43:17,810
right now?

1087
00:43:17,810 --> 00:43:19,390
Did you estimate
your features well?

1088
00:43:19,390 --> 00:43:21,223
So did you estimate the
size and the time it

1089
00:43:21,223 --> 00:43:23,020
takes to create the features?

1090
00:43:23,020 --> 00:43:26,410
And did you create good blocks
of work in your sprints?

1091
00:43:26,410 --> 00:43:28,820
And my guess is, probably not.

1092
00:43:28,820 --> 00:43:30,900
And that's OK.

1093
00:43:30,900 --> 00:43:34,140
We talked to you about Scrum,
we talked to you about Agile.

1094
00:43:34,140 --> 00:43:36,050
The thing is, Scrum
is not a process.

1095
00:43:36,050 --> 00:43:38,820
Scrum is people doing a process.

1096
00:43:38,820 --> 00:43:41,890
You could be the best
person, the best programmer

1097
00:43:41,890 --> 00:43:44,380
in the world and
be put onto a team,

1098
00:43:44,380 --> 00:43:46,890
and still have all the problems
that you're having right

1099
00:43:46,890 --> 00:43:49,580
now because the team doesn't
know each other that well.

1100
00:43:49,580 --> 00:43:51,980
That's one of the things we
try to do on the first couple

1101
00:43:51,980 --> 00:43:53,634
projects, is get
you used to working

1102
00:43:53,634 --> 00:43:55,050
with the other
people in the class

1103
00:43:55,050 --> 00:43:57,133
so you can find people
that you've compatible work

1104
00:43:57,133 --> 00:43:57,810
styles with.

1105
00:43:57,810 --> 00:43:59,570
So that when you're
in project four

1106
00:43:59,570 --> 00:44:02,930
you have a chance at
forming a good, solid team

1107
00:44:02,930 --> 00:44:04,180
and having some team dynamics.

1108
00:44:04,180 --> 00:44:06,096
And remember when I
talked about team dynamics

1109
00:44:06,096 --> 00:44:08,040
earlier in the semester?

1110
00:44:08,040 --> 00:44:11,710
Would anybody say that they
are in the performing mode?

1111
00:44:11,710 --> 00:44:15,094
Like, do you feel like
you are performing well?

1112
00:44:15,094 --> 00:44:16,260
Do you have an engine going?

1113
00:44:16,260 --> 00:44:18,670
Do you see tasks get done?

1114
00:44:18,670 --> 00:44:21,651
Do they just fall off the list
because, oh, that was done.

1115
00:44:21,651 --> 00:44:22,400
That was verified.

1116
00:44:22,400 --> 00:44:23,290
That was awesome.

1117
00:44:23,290 --> 00:44:24,365
Has that happened yet?

1118
00:44:27,179 --> 00:44:27,720
Probably not.

1119
00:44:27,720 --> 00:44:28,940
That's OK.

1120
00:44:28,940 --> 00:44:29,440
Yeah.

1121
00:44:29,440 --> 00:44:30,356
A lot of head-shaking.

1122
00:44:30,356 --> 00:44:30,940
That's OK.

1123
00:44:30,940 --> 00:44:33,950
So we need something
else we can try out,

1124
00:44:33,950 --> 00:44:36,632
because that's
not going to work.

1125
00:44:36,632 --> 00:44:38,090
And even in the
ideal world, you're

1126
00:44:38,090 --> 00:44:39,215
still going to have to cut.

1127
00:44:39,215 --> 00:44:42,591
Like, developers cut
features every day.

1128
00:44:42,591 --> 00:44:44,340
Those are the tools
they have to use them,

1129
00:44:44,340 --> 00:44:47,790
but when those fail
we have other tools.

1130
00:44:47,790 --> 00:44:50,730
So based on what I read
from your project three,

1131
00:44:50,730 --> 00:44:52,260
some people think
cutting features

1132
00:44:52,260 --> 00:44:54,220
means dropping features.

1133
00:44:54,220 --> 00:44:56,140
That's slightly different.

1134
00:44:56,140 --> 00:44:57,472
It's not exactly the same.

1135
00:44:57,472 --> 00:44:59,930
The difference between a cut
feature and a dropped feature?

1136
00:44:59,930 --> 00:45:02,100
A cut feature has intention.

1137
00:45:02,100 --> 00:45:03,017
You've planned for it.

1138
00:45:03,017 --> 00:45:05,183
You're going to tie up loose
ends around the feature

1139
00:45:05,183 --> 00:45:07,150
after you've removed it
from the feature list.

1140
00:45:07,150 --> 00:45:10,890
You'll actually even delete
the feature from your product

1141
00:45:10,890 --> 00:45:13,080
backlog, and feel
really good about it,

1142
00:45:13,080 --> 00:45:15,820
and not have to ever worry about
it again because it's gone.

1143
00:45:15,820 --> 00:45:16,880
It's no longer going
to be in there.

1144
00:45:16,880 --> 00:45:18,110
Dropped features
are those things

1145
00:45:18,110 --> 00:45:19,125
at the bottom of
the backlog that

1146
00:45:19,125 --> 00:45:20,750
just don't get into
the game at the end

1147
00:45:20,750 --> 00:45:22,900
and could cause major
issues if they're

1148
00:45:22,900 --> 00:45:25,380
connected to other systems.

1149
00:45:25,380 --> 00:45:27,390
So how do you have
that intention?

1150
00:45:27,390 --> 00:45:30,930
You think through
the dependencies.

1151
00:45:30,930 --> 00:45:35,830
Scrum does not have a good tool
for identifying dependencies.

1152
00:45:35,830 --> 00:45:38,320
It's actually one of
its weakest points.

1153
00:45:38,320 --> 00:45:41,400
It assumes that, if you
do all the other stuff

1154
00:45:41,400 --> 00:45:43,870
your dependencies will just
fall into place because you've

1155
00:45:43,870 --> 00:45:45,640
created really
good backlog items

1156
00:45:45,640 --> 00:45:47,319
and you've organized them well.

1157
00:45:47,319 --> 00:45:48,860
So this is one of
those things where,

1158
00:45:48,860 --> 00:45:51,050
if you had a couple
more weeks maybe

1159
00:45:51,050 --> 00:45:52,675
you would want to
switch to waterfall

1160
00:45:52,675 --> 00:45:55,790
or go into a Gantt
chart or figure out

1161
00:45:55,790 --> 00:45:58,675
a way to graph every
little thing that's

1162
00:45:58,675 --> 00:45:59,550
going on in the game.

1163
00:45:59,550 --> 00:46:01,680
And I'm going to
say, don't do that.

1164
00:46:01,680 --> 00:46:04,826
But think about that
and get in that mindset.

1165
00:46:04,826 --> 00:46:07,200
So take a look at your code
and backlog for dependencies.

1166
00:46:07,200 --> 00:46:11,020
And here's one really easy
thought experiment to take.

1167
00:46:11,020 --> 00:46:13,390
look at your biggest
unfinished feature

1168
00:46:13,390 --> 00:46:17,010
and just think what would
happen if you just didn't do it.

1169
00:46:17,010 --> 00:46:23,159
So in one of the games
I saw-- this team here.

1170
00:46:23,159 --> 00:46:23,950
One of these teams.

1171
00:46:23,950 --> 00:46:24,950
You two teams over here.

1172
00:46:24,950 --> 00:46:27,980
What's your biggest
unfinished feature right now?

1173
00:46:27,980 --> 00:46:28,500
Either team.

1174
00:46:28,500 --> 00:46:30,120
Somebody just say it out loud.

1175
00:46:30,120 --> 00:46:32,090
Maybe Matt, while he's chewing.

1176
00:46:32,090 --> 00:46:35,148
Or somebody else.

1177
00:46:35,148 --> 00:46:38,070
AUDIENCE: Our time to gather
all the clues in our endgame.

1178
00:46:38,070 --> 00:46:39,540
PROFESSOR: Time to gather
all the clues in the endgame.

1179
00:46:39,540 --> 00:46:40,670
That's your biggest
unfinished one?

1180
00:46:40,670 --> 00:46:42,691
What would happen if
you just didn't do that?

1181
00:46:42,691 --> 00:46:45,400
AUDIENCE: There would be
no purpose to the game.

1182
00:46:45,400 --> 00:46:46,010
PROFESSOR: OK.

1183
00:46:46,010 --> 00:46:47,550
[LAUGHTER]

1184
00:46:47,550 --> 00:46:49,440
So is it still the same game?

1185
00:46:49,440 --> 00:46:50,790
Not really.

1186
00:46:50,790 --> 00:46:52,540
Would the other features
feel its absence?

1187
00:46:52,540 --> 00:46:53,480
Hells yes.

1188
00:46:53,480 --> 00:46:53,980
All right.

1189
00:46:53,980 --> 00:46:58,345
So trace your dependencies,
take a look at that thing,

1190
00:46:58,345 --> 00:47:00,720
go down the line and see, what
all the other systems that

1191
00:47:00,720 --> 00:47:02,090
are tied into it?

1192
00:47:02,090 --> 00:47:04,085
This is where graphing
could be helpful.

1193
00:47:04,085 --> 00:47:05,990
A little mind map, node map.

1194
00:47:05,990 --> 00:47:09,540
If I wasn't crunching and
actually made this presentation

1195
00:47:09,540 --> 00:47:12,120
this morning, I would
have had that graph.

1196
00:47:12,120 --> 00:47:14,340
But can you identify
the loose ends?

1197
00:47:14,340 --> 00:47:16,840
And then if you've cut those
loose ends off of that feature,

1198
00:47:16,840 --> 00:47:20,107
is your primary feature usable,
understandable, and polished?

1199
00:47:20,107 --> 00:47:22,190
You don't have to do this
for every single feature

1200
00:47:22,190 --> 00:47:24,810
on your feature list, but
identify one or two really

1201
00:47:24,810 --> 00:47:26,810
big ones and just do a
little thought experiment

1202
00:47:26,810 --> 00:47:28,450
and see what would
happen if they went away.

1203
00:47:28,450 --> 00:47:30,116
Because they're going
to go away at some

1204
00:47:30,116 --> 00:47:31,970
point in the next
week and a half.

1205
00:47:31,970 --> 00:47:36,027
So you've identified a feature
and you're going to say,

1206
00:47:36,027 --> 00:47:37,360
we're going to cut this feature.

1207
00:47:37,360 --> 00:47:39,443
We're not going to drop
it, we're going to cut it.

1208
00:47:39,443 --> 00:47:42,260
What exactly does that mean?

1209
00:47:42,260 --> 00:47:43,630
So think cut plus.

1210
00:47:43,630 --> 00:47:47,720
So cut the feature, replace
it with a different, smaller

1211
00:47:47,720 --> 00:47:48,440
feature.

1212
00:47:48,440 --> 00:47:50,040
Key word there is smaller.

1213
00:47:50,040 --> 00:47:52,051
Based on new knowledge
you know your game

1214
00:47:52,051 --> 00:47:53,800
better now than you
knew it when you first

1215
00:47:53,800 --> 00:47:55,760
made that product backlog.

1216
00:47:55,760 --> 00:47:58,230
That fits a similar purpose.

1217
00:47:58,230 --> 00:47:59,464
This is an OK solution.

1218
00:47:59,464 --> 00:48:01,380
It takes a little bit
of time and you actually

1219
00:48:01,380 --> 00:48:05,010
might be too late to
do that right now.

1220
00:48:05,010 --> 00:48:08,830
An example could be, you've got
a first person shooting game

1221
00:48:08,830 --> 00:48:10,530
and you have rocket
launchers, but you

1222
00:48:10,530 --> 00:48:13,240
don't have animated missiles.

1223
00:48:13,240 --> 00:48:14,900
Cut the rocket launcher.

1224
00:48:14,900 --> 00:48:16,460
You have-- what
else do you have?

1225
00:48:16,460 --> 00:48:17,460
You need another weapon.

1226
00:48:17,460 --> 00:48:18,626
You need another big weapon.

1227
00:48:18,626 --> 00:48:19,800
Maybe you have a ray gun.

1228
00:48:19,800 --> 00:48:21,434
Maybe you can already
animate things

1229
00:48:21,434 --> 00:48:22,600
on top of another character.

1230
00:48:22,600 --> 00:48:25,070
So you have a ray gun that
if you press the button,

1231
00:48:25,070 --> 00:48:27,510
anybody in front of the button
has a little animation that

1232
00:48:27,510 --> 00:48:28,970
vaporizes and dies.

1233
00:48:28,970 --> 00:48:31,200
You've got a very
similar feature going on.

1234
00:48:31,200 --> 00:48:32,410
It's a cool weapon.

1235
00:48:32,410 --> 00:48:34,824
It's damage heavy.

1236
00:48:34,824 --> 00:48:36,240
You don't need to
do that animated

1237
00:48:36,240 --> 00:48:38,650
bullet, that animated
missile, and you save yourself

1238
00:48:38,650 --> 00:48:39,670
some time.

1239
00:48:39,670 --> 00:48:41,705
And you haven't hurt the game.

1240
00:48:41,705 --> 00:48:44,080
The player doesn't even know
that that wasn't even there.

1241
00:48:44,080 --> 00:48:45,770
You didn't give the
player a rocket launcher

1242
00:48:45,770 --> 00:48:48,103
that didn't fire missiles,
and just made people randomly

1243
00:48:48,103 --> 00:48:48,770
blow up.

1244
00:48:48,770 --> 00:48:52,390
You've given them something
different and new and exciting.

1245
00:48:52,390 --> 00:48:54,540
Next one, cut and redesign.

1246
00:48:54,540 --> 00:48:57,650
So take the same feature
and then shrink it.

1247
00:48:57,650 --> 00:48:59,890
Redesign it for a smaller scope.

1248
00:48:59,890 --> 00:49:02,010
Again, based on new knowledge.

1249
00:49:02,010 --> 00:49:04,660
I'm playing the new
Pokemon right now.

1250
00:49:04,660 --> 00:49:09,280
Pokemon, that really
outrageous, complex, matrix

1251
00:49:09,280 --> 00:49:11,340
of strength and weaknesses.

1252
00:49:11,340 --> 00:49:13,890
When you break it down
it's rock, paper, scissors.

1253
00:49:13,890 --> 00:49:16,670
I'm trying to make a game and
I want to out-Pokemon Pokemon.

1254
00:49:16,670 --> 00:49:18,810
I'm going to have
modifiers for everything,

1255
00:49:18,810 --> 00:49:24,490
I'm going to have even longer
lists of different enemy types.

1256
00:49:24,490 --> 00:49:26,280
Maybe I just need
to go back to rock,

1257
00:49:26,280 --> 00:49:28,530
paper, scissors, do
a thought experiment,

1258
00:49:28,530 --> 00:49:29,960
create a short little prototype.

1259
00:49:29,960 --> 00:49:31,020
That's one thing
you can do right now

1260
00:49:31,020 --> 00:49:33,350
is you can create paper
prototypes on your own.

1261
00:49:33,350 --> 00:49:36,164
You've got big enough teams that
one person can say, let me do

1262
00:49:36,164 --> 00:49:38,080
a really quick paper
prototype of that feature

1263
00:49:38,080 --> 00:49:39,450
to see what it would look like.

1264
00:49:39,450 --> 00:49:41,680
Let me look at all the
previous features we have,

1265
00:49:41,680 --> 00:49:44,170
make sure it matches, and
come up with a little paper

1266
00:49:44,170 --> 00:49:45,670
version of it and
see, is that going

1267
00:49:45,670 --> 00:49:46,980
to fit the same thing or not?

1268
00:49:46,980 --> 00:49:48,140
And if it does, great.

1269
00:49:48,140 --> 00:49:50,149
You've saved yourself
a ton of time.

1270
00:49:50,149 --> 00:49:52,690
[? Today in ?] content, as we
saw in the presentations today.

1271
00:49:52,690 --> 00:49:55,570
Content is ginormous.

1272
00:49:55,570 --> 00:49:57,530
Churning through
that is really hard.

1273
00:49:57,530 --> 00:49:59,720
Lastly, cut and amplify.

1274
00:49:59,720 --> 00:50:02,920
Take an already developed
feature and make it better.

1275
00:50:02,920 --> 00:50:07,950
So did you promise 32
guns for your shooter?

1276
00:50:07,950 --> 00:50:09,390
Could 20 just be enough?

1277
00:50:09,390 --> 00:50:11,840
And then spend that time
you have with those 20 guns

1278
00:50:11,840 --> 00:50:13,580
to make them better
and more polished.

1279
00:50:13,580 --> 00:50:15,221
So I already went back to guns.

1280
00:50:15,221 --> 00:50:16,720
That's just where
my head was today.

1281
00:50:19,260 --> 00:50:21,160
If you think, if
you had one good,

1282
00:50:21,160 --> 00:50:27,390
really, awesome weapon-- double
sawed-off shotgun in Quake,

1283
00:50:27,390 --> 00:50:28,210
maybe.

1284
00:50:28,210 --> 00:50:29,170
That was pretty cool.

1285
00:50:29,170 --> 00:50:30,700
I used that one a lot.

1286
00:50:30,700 --> 00:50:33,025
And then a bunch of poorly
developed ones-- BFG.

1287
00:50:33,025 --> 00:50:35,490
I don't even understand why
they even put that in there.

1288
00:50:35,490 --> 00:50:37,380
Was that in Quake or
was it just in Doom?

1289
00:50:37,380 --> 00:50:37,660
AUDIENCE: Doom.

1290
00:50:37,660 --> 00:50:38,540
PROFESSOR: But
either way, though.

1291
00:50:38,540 --> 00:50:39,700
You rarely saw it.

1292
00:50:39,700 --> 00:50:41,240
It was cool for one second.

1293
00:50:41,240 --> 00:50:43,990
Maybe if that was a hugely
important, expensive thing,

1294
00:50:43,990 --> 00:50:46,040
maybe cut it and the player
doesn't even feel it.

1295
00:50:48,281 --> 00:50:49,780
So in all three of
these things when

1296
00:50:49,780 --> 00:50:51,905
we're cutting the feature
what we're thinking about

1297
00:50:51,905 --> 00:50:53,840
is, what does the player see?

1298
00:50:53,840 --> 00:50:55,790
Does the player
have-- what did I say?

1299
00:50:55,790 --> 00:50:57,530
Expected feedback.

1300
00:50:57,530 --> 00:51:00,119
If you drop a feature
might the player

1301
00:51:00,119 --> 00:51:01,910
still expect some
feedback that they're not

1302
00:51:01,910 --> 00:51:04,330
getting because that
feature's no longer there?

1303
00:51:04,330 --> 00:51:05,917
If you cut it the
player should never

1304
00:51:05,917 --> 00:51:07,000
know that it wasn't there.

1305
00:51:09,690 --> 00:51:11,770
Here's a game where
they dropped features.

1306
00:51:11,770 --> 00:51:18,600
This is one of our favorite
examples from 2003, Big Rigs.

1307
00:51:18,600 --> 00:51:21,670
Where's my mouse?

1308
00:51:21,670 --> 00:51:22,535
Anybody played it?

1309
00:51:22,535 --> 00:51:22,790
[VIDEO PLAYBACK]

1310
00:51:22,790 --> 00:51:23,480
-Hey, kids.

1311
00:51:23,480 --> 00:51:26,610
Strap yourself in for
some action-packed racing.

1312
00:51:26,610 --> 00:51:28,420
It's Big Rigs.

1313
00:51:28,420 --> 00:51:32,100
18 wheels of thunder,
and we got trucks.

1314
00:51:32,100 --> 00:51:34,070
Yeah, trucks.

1315
00:51:34,070 --> 00:51:35,820
Big Rigs.

1316
00:51:35,820 --> 00:51:37,500
Off-road traction.

1317
00:51:37,500 --> 00:51:40,670
More power for non-stop
driving action.

1318
00:51:40,670 --> 00:51:41,820
Big Rigs.

1319
00:51:41,820 --> 00:51:43,570
PROFESSOR: It's Big
Rigs off-road driving.

1320
00:51:43,570 --> 00:51:45,440
You can drive off the road.

1321
00:51:45,440 --> 00:51:46,760
-Who knows?

1322
00:51:46,760 --> 00:51:48,370
Big Rigs.

1323
00:51:48,370 --> 00:51:49,750
Never lose a race again.

1324
00:51:49,750 --> 00:51:52,076
You're always winner
with Big Rigs.

1325
00:51:52,076 --> 00:51:54,450
PROFESSOR: You always win,
every time you get through it.

1326
00:51:54,450 --> 00:51:55,252
There's no timer.

1327
00:51:55,252 --> 00:51:57,460
-Phasing molecular mechanics
to pass through solids--

1328
00:51:57,460 --> 00:51:57,930
PROFESSOR: Whoa!

1329
00:51:57,930 --> 00:51:59,096
- --so as not to interrupt--

1330
00:51:59,096 --> 00:52:00,860
PROFESSOR: Is this the future?

1331
00:52:00,860 --> 00:52:04,300
-Nothing stands in your
way when you're Big Rigs.

1332
00:52:04,300 --> 00:52:07,285
Rear-spinning tires
with warp-drive velocity

1333
00:52:07,285 --> 00:52:08,969
for inter-dimensional exploring.

1334
00:52:08,969 --> 00:52:11,510
Leave the game behind and exceed
the boundaries of existence!

1335
00:52:11,510 --> 00:52:13,520
PROFESSOR: This game shipped.

1336
00:52:13,520 --> 00:52:16,580
This game was put on a
disk, was put in a box,

1337
00:52:16,580 --> 00:52:19,660
was delivered to your local
game store and Walmart.

1338
00:52:19,660 --> 00:52:22,750
People bought it, I think.

1339
00:52:22,750 --> 00:52:24,893
-Big mother-fuckin' Rigs!

1340
00:52:24,893 --> 00:52:26,342
-Big Rigs.

1341
00:52:26,342 --> 00:52:27,310
[END PLAYBACK]

1342
00:52:27,310 --> 00:52:29,476
PROFESSOR: Yeah, that was
advertised as the trailer.

1343
00:52:29,476 --> 00:52:32,330
I quickly found out it
wasn't, but I kept it anyway.

1344
00:52:32,330 --> 00:52:33,260
Humor.

1345
00:52:33,260 --> 00:52:34,581
Oh, where's my mouse?

1346
00:52:34,581 --> 00:52:35,080
No!

1347
00:52:41,610 --> 00:52:44,710
[INAUDIBLE] speaker notes.

1348
00:52:44,710 --> 00:52:46,560
[INAUDIBLE] back.

1349
00:52:46,560 --> 00:52:48,331
Apologies.

1350
00:52:48,331 --> 00:52:48,830
There.

1351
00:52:51,480 --> 00:52:53,110
[INAUDIBLE] here, down there.

1352
00:52:53,110 --> 00:52:53,610
All right.

1353
00:52:53,610 --> 00:53:00,060
So that is the ultimate
expression of dropped features.

1354
00:53:04,150 --> 00:53:06,670
And-- oh, and I
forgot to copy this.

1355
00:53:06,670 --> 00:53:07,170
All right.

1356
00:53:07,170 --> 00:53:11,430
So another example
of cut features.

1357
00:53:11,430 --> 00:53:12,346
This is The Sims 4.

1358
00:53:12,346 --> 00:53:14,470
This is a quote from the
executive producer, Rachel

1359
00:53:14,470 --> 00:53:16,600
Franklin.

1360
00:53:16,600 --> 00:53:20,297
Basically what happened was,
when the game shipped-- well,

1361
00:53:20,297 --> 00:53:21,880
right before the
game shipped, players

1362
00:53:21,880 --> 00:53:24,580
identified that
through whatever they

1363
00:53:24,580 --> 00:53:26,747
did-- I think through
watching community forums,

1364
00:53:26,747 --> 00:53:29,330
listening to what the developers
were talking about the game--

1365
00:53:29,330 --> 00:53:33,960
they identified 89 features
missing from The Sims 4.

1366
00:53:33,960 --> 00:53:37,620
89 features that were not
in Sims 4 when it shipped.

1367
00:53:37,620 --> 00:53:40,147
How did they know
about those features?

1368
00:53:40,147 --> 00:53:41,980
Well, they were in Sims
1, 2, and 3 but they

1369
00:53:41,980 --> 00:53:45,020
didn't put them in 4, so
they should be in 4, right?

1370
00:53:45,020 --> 00:53:47,820
Basically, she says "I want
to put everything we've ever

1371
00:53:47,820 --> 00:53:49,860
created in the last 14
years into a base game,

1372
00:53:49,860 --> 00:53:51,314
but we simply can't.

1373
00:53:51,314 --> 00:53:53,730
What we have done instead is
to create an incredibly rich,

1374
00:53:53,730 --> 00:53:55,007
robust experience.

1375
00:53:55,007 --> 00:53:56,590
If we didn't build
the core foundation

1376
00:53:56,590 --> 00:53:59,430
but I gave you pools, that
wouldn't be the right thing

1377
00:53:59,430 --> 00:54:01,570
to do."

1378
00:54:01,570 --> 00:54:03,960
They didn't quite meet
the player experience.

1379
00:54:03,960 --> 00:54:05,350
There could've been some
things that-- maybe there

1380
00:54:05,350 --> 00:54:06,800
were some problems
going on the production,

1381
00:54:06,800 --> 00:54:08,800
but they decided that they
still needed a core game that

1382
00:54:08,800 --> 00:54:10,740
could work because they
could always add some

1383
00:54:10,740 --> 00:54:11,977
of those features in later.

1384
00:54:11,977 --> 00:54:13,810
There are some people
on the forums who say,

1385
00:54:13,810 --> 00:54:16,393
no, that's actually not going
to be working in the game engine

1386
00:54:16,393 --> 00:54:18,835
because I'm the nerd on the
internet knows everything

1387
00:54:18,835 --> 00:54:20,460
and I know you can't
do that, developer

1388
00:54:20,460 --> 00:54:22,640
who actually made the game.

1389
00:54:22,640 --> 00:54:25,410
So that is a problem that they
knew they were going to have.

1390
00:54:25,410 --> 00:54:27,010
They know that they have
it when they ship the game.

1391
00:54:27,010 --> 00:54:28,690
They have to come up
with a community response

1392
00:54:28,690 --> 00:54:29,550
to figure that out.

1393
00:54:29,550 --> 00:54:31,220
And actually, that's something
we'll talk about next week when

1394
00:54:31,220 --> 00:54:32,810
it comes to
community management,

1395
00:54:32,810 --> 00:54:35,018
is when you're creating this
game and people find out

1396
00:54:35,018 --> 00:54:37,659
about this game, how do
you then talk them down?

1397
00:54:37,659 --> 00:54:39,200
But actually, in
the most part you'll

1398
00:54:39,200 --> 00:54:42,041
be talking about
bringing them up.

1399
00:54:42,041 --> 00:54:42,540
All right.

1400
00:54:42,540 --> 00:54:44,362
So we're going to
cut some features.

1401
00:54:44,362 --> 00:54:45,570
We're not going to drop them.

1402
00:54:45,570 --> 00:54:49,752
So who decides which
features are going to cut?

1403
00:54:49,752 --> 00:54:51,210
Who decides what
and when, and then

1404
00:54:51,210 --> 00:54:52,376
who's going to implement it?

1405
00:54:52,376 --> 00:54:54,680
How are we going to do this?

1406
00:54:54,680 --> 00:54:57,830
So the people who decide
which features get cut usually

1407
00:54:57,830 --> 00:54:59,167
are the stakeholders.

1408
00:54:59,167 --> 00:55:00,750
In the professional
world that's going

1409
00:55:00,750 --> 00:55:02,750
to be that executive producer.

1410
00:55:02,750 --> 00:55:05,200
For you that could
be your client.

1411
00:55:05,200 --> 00:55:06,780
That could be your
product owner,

1412
00:55:06,780 --> 00:55:08,640
if you have a product
owner on your team,

1413
00:55:08,640 --> 00:55:11,930
if you have someone you consider
a vision owner on your team,

1414
00:55:11,930 --> 00:55:12,950
it could be that person.

1415
00:55:12,950 --> 00:55:15,930
It could default down to
producer or Scrum Master,

1416
00:55:15,930 --> 00:55:17,550
if that's the
person we're saying

1417
00:55:17,550 --> 00:55:19,450
that we're following
their lead, they're

1418
00:55:19,450 --> 00:55:21,480
going to make that decision.

1419
00:55:21,480 --> 00:55:23,277
It could be your game designer.

1420
00:55:23,277 --> 00:55:25,110
But it's going to be
somebody on your teams.

1421
00:55:25,110 --> 00:55:26,568
One, maybe two
people on your teams

1422
00:55:26,568 --> 00:55:30,339
who are coming up at least
with the what and the when.

1423
00:55:30,339 --> 00:55:32,630
Not everybody on the team
knows the schedule as well as

1424
00:55:32,630 --> 00:55:34,420
maybe the producer does.

1425
00:55:34,420 --> 00:55:37,510
But the who implements and
how it's implemented-- that's

1426
00:55:37,510 --> 00:55:38,700
the entire team's job.

1427
00:55:38,700 --> 00:55:41,087
This is why we have those
long, boring Scrum meetings

1428
00:55:41,087 --> 00:55:42,920
at the beginning and
the end of each sprint.

1429
00:55:42,920 --> 00:55:44,586
It's because that's
the time period when

1430
00:55:44,586 --> 00:55:48,000
we have all the team together to
make these kinds of decisions.

1431
00:55:48,000 --> 00:55:51,420
It's definitely not the
producer and Scrum Masters' role

1432
00:55:51,420 --> 00:55:54,317
to decide how you're
going to cut that feature.

1433
00:55:54,317 --> 00:55:56,150
They're there to
facilitate it and make sure

1434
00:55:56,150 --> 00:55:59,710
that everybody who's attached to
that feature can talk about it,

1435
00:55:59,710 --> 00:56:01,550
can explain why, can
give some argument,

1436
00:56:01,550 --> 00:56:02,466
can give some defense.

1437
00:56:04,900 --> 00:56:08,980
Rather than giving the
entire team the need

1438
00:56:08,980 --> 00:56:11,640
to decide everything,
one or two people

1439
00:56:11,640 --> 00:56:14,100
decide the initial part
and then the whole team

1440
00:56:14,100 --> 00:56:19,180
focuses on just how we're
going to cut those things.

1441
00:56:19,180 --> 00:56:21,070
And that's because
how you implement

1442
00:56:21,070 --> 00:56:23,250
it requires knowledge of
both code and content.

1443
00:56:23,250 --> 00:56:24,960
It's more than a feature list.

1444
00:56:24,960 --> 00:56:26,720
A feature list can't
do this for you.

1445
00:56:26,720 --> 00:56:29,320
It can do the top, it can show
you the what, but never the

1446
00:56:29,320 --> 00:56:31,690
how.

1447
00:56:31,690 --> 00:56:32,190
All right.

1448
00:56:32,190 --> 00:56:33,810
Last little section.

1449
00:56:33,810 --> 00:56:36,860
So you were working on a feature
and your feature was cut.

1450
00:56:36,860 --> 00:56:40,242
You spent a lot of
time on that feature.

1451
00:56:40,242 --> 00:56:41,825
Your roll was to
implement networking.

1452
00:56:41,825 --> 00:56:44,560
And this is actually an
example from two years ago.

1453
00:56:44,560 --> 00:56:45,180
But was cut.

1454
00:56:45,180 --> 00:56:49,770
In that case, it wasn't cut
because of these things.

1455
00:56:49,770 --> 00:56:50,860
I don't want to cut it.

1456
00:56:50,860 --> 00:56:52,026
I want to see this finished.

1457
00:56:52,026 --> 00:56:54,080
I put some commitment
into this thing, dammit.

1458
00:56:54,080 --> 00:56:56,650
I want to see this
all the way through.

1459
00:56:56,650 --> 00:56:58,140
I feel guilty about cutting it.

1460
00:56:58,140 --> 00:57:00,450
I really let my team down.

1461
00:57:00,450 --> 00:57:05,010
I was just working on
networking the entire semester,

1462
00:57:05,010 --> 00:57:06,890
and it's not going to
make it into the game.

1463
00:57:06,890 --> 00:57:09,034
What have I been doing?

1464
00:57:09,034 --> 00:57:10,200
I feel sad about cutting it.

1465
00:57:10,200 --> 00:57:10,790
It's not fair.

1466
00:57:10,790 --> 00:57:12,300
How dare you cut my feature?

1467
00:57:12,300 --> 00:57:16,240
You're going to see a lot of
that, if you haven't already.

1468
00:57:16,240 --> 00:57:17,449
But that's OK.

1469
00:57:17,449 --> 00:57:18,990
One thing to keep
in mind when you're

1470
00:57:18,990 --> 00:57:20,698
cutting a feature--
and this is one thing

1471
00:57:20,698 --> 00:57:23,330
that we told that person--
was, your work needed

1472
00:57:23,330 --> 00:57:28,700
to happen because otherwise you
wouldn't know that we needed

1473
00:57:28,700 --> 00:57:30,060
to know about your work.

1474
00:57:30,060 --> 00:57:31,880
You described this
better, by the way.

1475
00:57:33,745 --> 00:57:36,120
SARA VERILLI: I'm trying to
remember exactly what I said,

1476
00:57:36,120 --> 00:57:37,730
but it's something
to the effect of,

1477
00:57:37,730 --> 00:57:40,150
sometimes the work that
doesn't make it into the game

1478
00:57:40,150 --> 00:57:43,190
had to happen anyway
because you had

1479
00:57:43,190 --> 00:57:45,060
to do the work to
explore networking

1480
00:57:45,060 --> 00:57:47,110
to find out if it
wouldn't work or not.

1481
00:57:47,110 --> 00:57:49,190
Just like you had to
do the work to explore

1482
00:57:49,190 --> 00:57:51,890
several other features
that did go into the game.

1483
00:57:51,890 --> 00:57:55,044
But you didn't know
that the-- I don't

1484
00:57:55,044 --> 00:57:56,960
know-- you didn't know
which of those features

1485
00:57:56,960 --> 00:57:58,797
were going to work out well.

1486
00:57:58,797 --> 00:58:00,630
But you were hoping
that some of them would.

1487
00:58:00,630 --> 00:58:02,870
Some of them did,
some of them didn't.

1488
00:58:02,870 --> 00:58:05,355
The fact that one
particular feature-- the one

1489
00:58:05,355 --> 00:58:08,510
that you worked on-- is
not a reflection on you.

1490
00:58:08,510 --> 00:58:09,410
Not at all.

1491
00:58:09,410 --> 00:58:11,780
It's a reflection on the
game, and the project

1492
00:58:11,780 --> 00:58:12,830
needs to go forward.

1493
00:58:12,830 --> 00:58:13,880
PROFESSOR: Absolutely.

1494
00:58:13,880 --> 00:58:15,050
So yeah.

1495
00:58:15,050 --> 00:58:17,691
Work that gets cut
is never wasted work.

1496
00:58:17,691 --> 00:58:19,190
And that's actually
a problem I have

1497
00:58:19,190 --> 00:58:21,480
when game developers
do their postmortems

1498
00:58:21,480 --> 00:58:24,274
and post in the Gamasutra is
they always talk about it as

1499
00:58:24,274 --> 00:58:25,190
if it was wasted work.

1500
00:58:25,190 --> 00:58:27,606
But really, again, they wouldn't
have had that information

1501
00:58:27,606 --> 00:58:28,990
had they tried it.

1502
00:58:28,990 --> 00:58:31,370
Work well-cut is
exploratory work.

1503
00:58:31,370 --> 00:58:34,470
It means that you cut it early
enough that it was exploratory.

1504
00:58:34,470 --> 00:58:36,225
You got your feelers around it.

1505
00:58:36,225 --> 00:58:37,600
You figured out
that was probably

1506
00:58:37,600 --> 00:58:40,141
a direction you didn't want to
go into, and you pulled back.

1507
00:58:40,141 --> 00:58:41,890
And actually you did
that in the beginning

1508
00:58:41,890 --> 00:58:43,460
with your paper prototypes.

1509
00:58:43,460 --> 00:58:46,220
I don't think your
games now actually are

1510
00:58:46,220 --> 00:58:48,410
one-to-one relationships
to those paper prototypes

1511
00:58:48,410 --> 00:58:50,760
you created at the
beginning of this project.

1512
00:58:50,760 --> 00:58:53,270
And you threw those
away, and it was OK.

1513
00:58:53,270 --> 00:58:55,570
So why is this important?

1514
00:58:55,570 --> 00:58:59,000
Because the team is more
important than the product,

1515
00:58:59,000 --> 00:59:02,000
which is, unfortunately,
more important than you.

1516
00:59:02,000 --> 00:59:05,520
But that's OK, because
the team equals you

1517
00:59:05,520 --> 00:59:06,970
plus others in the
same situation.

1518
00:59:06,970 --> 00:59:08,386
You are actually
part of the team.

1519
00:59:08,386 --> 00:59:09,830
So just keep that in mind.

1520
00:59:09,830 --> 00:59:13,130
This is where I go to my
Goodfellas-- was it Goodfellas?

1521
00:59:13,130 --> 00:59:17,230
There's no I in
team, baseball bat?

1522
00:59:17,230 --> 00:59:18,271
You are on a team.

1523
00:59:18,271 --> 00:59:19,520
Everyone's contributing to it.

1524
00:59:19,520 --> 00:59:21,687
Everyone's doing
good work for it.

1525
00:59:21,687 --> 00:59:23,770
All right. so that's my
spiel on cutting features.

1526
00:59:23,770 --> 00:59:26,860
Here is my-- what I'd
like to do on Wednesday.

1527
00:59:26,860 --> 00:59:28,730
So Wednesday is going
to be a short class.

1528
00:59:28,730 --> 00:59:31,511
We're just meeting
from 1:00 to 2:00.

1529
00:59:31,511 --> 00:59:34,010
You'll have the remainder of
the time to work in your group,

1530
00:59:34,010 --> 00:59:37,510
in your teams you as you like,
but if you want to take off,

1531
00:59:37,510 --> 00:59:39,294
you can take off.

1532
00:59:39,294 --> 00:59:40,710
What we are going
to do-- and it's

1533
00:59:40,710 --> 00:59:43,960
going to be me, Phillip, and
Drew, because unfortunately

1534
00:59:43,960 --> 00:59:47,260
Sara won't be here--
is we're going

1535
00:59:47,260 --> 00:59:50,510
to meet with each of your teams
individually for about five,

1536
00:59:50,510 --> 00:59:52,470
seven minutes tops.

1537
00:59:52,470 --> 00:59:55,680
What we'd like to do is look
at an updated vision statement.

1538
00:59:55,680 --> 00:59:58,200
So between now and then take
a look at the vision statement

1539
00:59:58,200 --> 01:00:00,480
you turned into
Stellar, compare it

1540
01:00:00,480 --> 01:00:04,080
to the game you have
right now, and modify it.

1541
01:00:04,080 --> 01:00:06,424
The vision statement is your
publisher contract with us.

1542
01:00:06,424 --> 01:00:08,590
That vision statement that
you actually finally turn

1543
01:00:08,590 --> 01:00:11,170
in on December 10
with your game,

1544
01:00:11,170 --> 01:00:13,370
is the thing that we are
judging your game by.

1545
01:00:13,370 --> 01:00:14,930
If your game has
all the features

1546
01:00:14,930 --> 01:00:18,867
that are described in that
vision statement, then aces.

1547
01:00:18,867 --> 01:00:20,450
If you created a
vision statement that

1548
01:00:20,450 --> 01:00:22,120
doesn't have the
features are in the game,

1549
01:00:22,120 --> 01:00:24,130
or if you don't describe the
features well in the vision

1550
01:00:24,130 --> 01:00:25,970
statement then we're
going to use that

1551
01:00:25,970 --> 01:00:28,160
as an understanding of
what could have gone wrong

1552
01:00:28,160 --> 01:00:30,082
with that game.

1553
01:00:30,082 --> 01:00:32,040
This should be a really
quick thing you can do.

1554
01:00:32,040 --> 01:00:33,990
You can probably do this in five
minutes today with your team.

1555
01:00:33,990 --> 01:00:35,920
You have everybody
here right now.

1556
01:00:35,920 --> 01:00:39,020
You just had your presentations
about your products.

1557
01:00:39,020 --> 01:00:43,340
So if you can take five minutes
today, reassess your vision

1558
01:00:43,340 --> 01:00:45,939
statement, take a look at your
product backlog, change it.

1559
01:00:45,939 --> 01:00:47,230
We're going to talk about that.

1560
01:00:47,230 --> 01:00:48,646
You can re-turn
that in to Stellar

1561
01:00:48,646 --> 01:00:51,982
or you can bring in a
paper version on Wednesday,

1562
01:00:51,982 --> 01:00:53,440
so long as we can
see it when we're

1563
01:00:53,440 --> 01:00:55,150
sitting with you on Wednesday.

1564
01:00:55,150 --> 01:00:57,670
That's all we ask.

1565
01:00:57,670 --> 01:01:00,290
And again, like I
said earlier, plan

1566
01:01:00,290 --> 01:01:03,760
as if nothing is being done
over Thanksgiving, just in case.

1567
01:01:03,760 --> 01:01:07,380
If work happens over
Thanksgiving, cool.

1568
01:01:07,380 --> 01:01:08,350
You did good.

1569
01:01:08,350 --> 01:01:10,980
That's bonus work.

1570
01:01:10,980 --> 01:01:12,646
So just keep that in mind.

1571
01:01:12,646 --> 01:01:15,780
Any questions?

1572
01:01:15,780 --> 01:01:16,410
All right.

1573
01:01:16,410 --> 01:01:18,710
Pablo is back in the room.

1574
01:01:18,710 --> 01:01:22,050
And you're working on your
teams for the rest of the day.

1575
01:01:22,050 --> 01:01:23,656
Thank you.

1576
01:01:23,656 --> 01:01:28,850
[INTERPOSING VOICES]