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All of us are set in our own little
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worldview.
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We think we see the big picture, but we
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all see a little slice of the world
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through our own little lens.
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I would like to imagine that people have
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the opportunity to see a much wider set
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of perspectives on the world and that
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games might be the mechanism, the
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vehicle that brings that to them.
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You can take almost anything and make it
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a fascinating interactive experience.
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What I'm really doing is I'm giving the
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player a toy and the player is turning
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it into a game.
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Every designer has the opportunity to
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create something incredibly unique.
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At the same time, every designer faces
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the risk of creating something that no
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one will be able to understand.
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As a designer, you're actually dealing
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with two computers. First, the
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electronic one sitting on the table in
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front of you, but more importantly, the
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player's imagination, the player's
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brain. And that one is far more complex,
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and we have barely scratched the surface
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of it.
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during the course of this class. I'm
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going to expose you to a number of kind
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of fundamental concepts about game
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design. uh basically psychology of the
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player, the mental modeling that goes
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on. Uh how to use game mechanics as part
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of your tool set and how to develop your
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tool set as a designer. How to think
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about the overall structure of what's
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going on underneath the hood. How to
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build emergence, surprise, cool,
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detailed worlds.
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uh and to try to predict what's going to
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motivate players of your games and pull
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them in and get them emotionally
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involved to the point to where they get
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into communities that are built up
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around these. And so there many
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different levels of game design and
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we're going to kind of start with the
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fundamentals and work our way outwards
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towards larger and larger more strategic
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levels of thinking around it. Every
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designer is unique in some way and my
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games have tended to be very uh specific
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in terms of real world simulations
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generally. Games that tend to encourage
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player creativity, player storytelling.
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Uh there are a lot of other approaches
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to game design, but I think a lot of the
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fundamentals that I'll be talking about
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in this class are going to be things
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that could apply to any genre of game.
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And I think by going down to that
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fundamental level, it's going to give
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you a lot more opportunities to kind of
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come up with creative inspiration to
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bring in new approaches, new ideas,
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basically how to amplify your own
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internal creativity in ways that are
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coming from a fundamental level rather
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than just the feature level. I'm Will
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Wright and this is a simulation a
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simulation a simulation of my master
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class.
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So, you're probably watching this
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because you have an interest in games.
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But what are games? We all know what
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games are. We play games. Uh, more
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recently with electronic devices, games
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have taken a totally different kind of
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turn and gotten much more elaborate,
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more ubiquitous in our lives, I think.
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But games really are something that have
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been around for thousands of years.
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Different cultures have played games,
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board games, social games for a long,
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long time for a lot of reasons. Games
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really right now have different genres.
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We have things like puzzle games,
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first-person shooters, strategy games.
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These are different subsets of the game
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space, but games really are a subset of
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a larger thing called play.
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Play is just exploring. It's
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experimenting. It's trying different
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things, usually in some symbolic
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representation, you know, some little
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toy of the real world with a very low
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cost for failure. In a lot of ways, I
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think games have been somewhat
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misaligned. Uh we've associated games
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with violence, you know, something that
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little kids play. But that's actually
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been true of any kind of new media
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that's come along in any kind of media.
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You know, radio was actually looking
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down on film when film became popular.
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Film looked down on television.
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Television looks down on games. So it's
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really these you know games are the
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upand cominging thing that in some sense
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is breaking boundaries doing new things
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and that's what makes games interesting
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to me as kind of a topic as a medium.
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Games borrow from so many other
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different design fields, you know, not
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just entertainment, you know,
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storytelling, things like that, but also
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things like architecture, product
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design, fine art, mathematics, cognitive
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psychology. Games incorporate all these
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different design fields in an
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interesting way. And the more you can
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expose yourself to these different
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design fields, the better designer
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you'll be.
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I think game design is probably one of
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the most challenging design fields there
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is. And I think to be a good game
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designer, you first and foremost have to
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be a good designer. And so I think just,
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you know, getting into the idea, the
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mode of thinking of, you know, how does
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a designer think? Uh how do they learn?
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Uh where do they pull inspiration from?
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And don't close yourself into just the
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gaming world. You know, look at all
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sorts of things all over. I've learned
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so much from weird fields like you know
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Japanese gardening or biology or
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economics whatever you know you can pull
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all these things in you know and as a
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designer use these as parts of your
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creative pallet one of the things I
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really would inspire try to inspire up
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and coming game designers to do is think
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how do I learn continually you know from
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other people learn from myself my own
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mistakes but then also just do it try it
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you know you can do something as simple
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as design a little game on a piece of
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paper and go show your friend. Let's
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play this game. Here are the rules. See,
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you know, see how that works out. And
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the more you're doing that, just always
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inventing little games, you know, even
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if it's with toothpicks on a tabletop,
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uh you're going to learn a lot that way.
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And that's much better than just, you
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know, sitting in your head for two years
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coming up with your master design and
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then one day trying to realize it and
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finding out that it's too complex to
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realize. you'll be much better off
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doing, you know, continual ubiquitous
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everyday kind of local game design.
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Any designer basically when they're
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designing something has to look at a
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number of factors. Uh you know,
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basically you're trying to balance all
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these things against each other. So
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think about just a chair and all the
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different things that you kind of would
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like a chair, you know, different
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properties you would like from a chair.
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you want it to be, you know, cheap, easy
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to move, easy to produce, comfortable.
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Uh, and these functions can actually be
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kind of broken down into a tree, you
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know. So, games have very much the same
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property. You know, there's certain
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functional things about them. There's
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certain things that are economic about
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what does it take to produce the game,
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how much does it cost, what kind of a
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team do I have to build, uh, what kind
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of skills do I have to have as designer?
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And the designer needs to kind of
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understand how to balance all these
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different things against each other
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because your final design is going to be
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a balancing act. You're basically
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balancing all these plates on top of
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each other and it's the designer's job
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to make them balance well. Now, as
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you're exploring your design, you're
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actually going through this very large
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branching tree of possible designs. You
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know, there infinite number of designs
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that you could be building in your game,
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and you're going to end up with one very
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specific design. And when you start out,
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you might have some sense of about where
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you're going or kind of the area you
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want to be, but you do not know exactly
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how to get there, you know, and you're
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basically exploring this branching path
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of design decisions, you know, starting
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with very fundamental design decisions.
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You know, what kind of game am I making?
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What's it about? What are the controls
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down to very incremental design
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decisions, you know, what color is this
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button? You know, how tall is the
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character? Very, very minor things. And
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a lot of these decisions are distributed
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throughout your team. And you need to
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make sure that your team kind of
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understands the vision so that as
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they're balancing their little parts of
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that tree that they are in line with the
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creative vision for the whole product.
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Basically, as you're exploring this
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tree, there are a lot of different
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methods you have as a designer for
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figuring out which direction to go on
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what branch. Now, you're really trying
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to prune these branches as efficiently
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as possible. That's why when we build a
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prototype, we want an answer from that
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prototype. We want to find out, you
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know, do we go down path A or B? If the
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prototype can't answer that, it's
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basically failed as a prototype. So,
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we're really trying to efficiently prune
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the branches and continue down the right
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path toward our final design. You know,
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as I said, you don't know exactly where
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you're going to end up on this tree, but
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the designer also needs to kind of know
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when you've gotten there. A lot of times
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I've seen, you know, game designs or
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even other designs where somebody went a
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little bit too far. You know, they, you
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know, some movies, you know, I think had
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a perfect ending, went a little bit too
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far. And the designer is going to know
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you've hit the sweet spot.
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One of my design heroes is Charles
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Emmes. Charles Ray Emmes were design
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team husband and wife. And he had a
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great quote which was simply that design
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is constraint. You know design really is
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how do you you know work around
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constraint and without constraint
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there's no design. Uh you know it's just
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pure imagination. So you know to be a
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good designer you have to kind of
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embrace that constraint and say okay
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within this constraint what can I do
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that's really cool and you know that
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constraint is really going to become
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your foundation it's going to be okay
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here was my starting point and within
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that constraint I was able to do this
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the constraint could be you know the
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technology in front of you how fast the
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processor the graphics but the
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constraint can also be you know what
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does my player know what kind of skills
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do they have uh where does their
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imagination take them those are
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constraints just as well and the more
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you understand your constraints you know
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the more you can now kind of use as your
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starting point to go off and do
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something really cool that nobody else
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has done against those same constraints.
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In a competitive game, you know, usually
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with two players, uh there's a concept
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of a zero sum game, which is that if a
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player wins, he gets, you know, a
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positive one. The losing player gets a
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negative one. Uh if it's a tie, they
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both get zero. So basically the sum of
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the two players is always zero. You know
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either I won, you lost, you know, and it
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sums to zero or it was a tie, sums to
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zero. That's a zero sum game. So you
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can't have two winners or two losers,
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you know, out of a two-player game. A
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non-zero sum game, you can both people
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can win. The kind of games I do uh are
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not zero sum games at all. In fact, uh
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most of the things I do don't even
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really have a clear win state. when you
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play something like Sim City or The
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Sims, uh, what actually I found very
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interesting was to leave it to the
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player to define the goal state.
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When a person sits down to play some
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city, I don't tell them they have to
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build the biggest city or have the
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happiest people or the least crime.
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Players in their own mind decide that,
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you know, they think, okay, what is, you
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know, my ideal city and they try to
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build that. So, the player is actually
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the one building the rule set and the
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structure and the player is the one
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scoring it. I'm really just kind of
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giving them an open-ended toy. And then
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you get a lot of kind of interesting
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different play styles. You know, certain
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players trying to achieve things. Other
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players don't even really try to achieve
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anything at all, but try to use it for
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creative storytelling or creativity. A
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lot of people were playing sport, not
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really trying to get through all the
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levels, but trying to just make really
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cool things within the game that they
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would then go out and share with other
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players. So for them the win state was
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more social. Can I make something really
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cool in this game? Maybe even just tell
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a story that other people really like
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and to me that's the win state. So you
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know I think games have the opportunity
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to go you know way beyond just this kind
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of zero sum approach.
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You can take almost any uh technology
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that we have and view it as an extension
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of the human body. For instance, you
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know, television, telescope, our eyes,
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our vision, telephone, you know, our
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speech, car really kind of extends our
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legs. If somebody hits your car, you
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know, you don't say that, you know, my
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car was hit. You say somebody hit me
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when I was driving, you know. So me, you
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know, the car becomes me. It becomes an
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extension of your body. I think the
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computers and games and things that
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we're dealing with on entertainment side
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can extend a lot of these in a lot of
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ways. When I was watching players play
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the Sims, initially it was like he was
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hungry, then he did this, then he did
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that, and they very smoothly shifted to
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then I got tired and I went to bed, and
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then I woke up. So, they kind of shifted
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from he to I very smoothly. We now with
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these little micro worlds have the
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ability to basically externalize what's
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in our imagination and share it with
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other people. You know, it used to be
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that you had to have, you know, a very
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rich skill set. Like you'd be a fine
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artist to do that, you know, to paint
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something in your imagination and then
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share with other people. But now with
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these tools, the creative leverage they
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give us, uh, you know, average casual
364
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game players have the ability to
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externalize, you know, create things out
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of their imagination, share it with
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other players and actually have these
368
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shared imaginary worlds. In sport, we
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actually had all these editors where the
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players were making cool things. And
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some of the levels, the design of your
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creature really influenced, you know,
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the way you play that creature in the
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world, its performance. Uh, other parts
375
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of it, you know, like designing your
376
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spaceship, didn't really have a whole
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lot to do with the performance of the
378
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spaceship. It was purely aesthetic. But
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people would spend just as much time,
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you know, crafting this very unique
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thing that was part of their player
382
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identity in the game. And as they were
383
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playing in the space level, they were,
384
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you know, it was front and foreground
385
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all the time was your spaceship. And so
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they really felt, you know, like that
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was them. When you get to the space
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phase, there are actually millions of
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planets you can go to. And we could
390
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never create millions of creatures. So
391
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we decided that every time a player made
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a creature, it would go up to our server
393
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and we would use it to populate
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everybody else's world. And we were
395
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hoping to get, you know, maybe 100,000
396
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of these creatures. you know, in the
397
00:14:11,680 --> 00:14:13,120
first month, you know, after we had
398
00:14:13,120 --> 00:14:15,120
uploaded the creature editor, uh,
399
00:14:15,120 --> 00:14:16,959
instead it was so popular we got a
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million uh, in the first week. In fact,
401
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we passed, I think, five or six million
402
00:14:22,880 --> 00:14:25,519
in the first month, which is more than
403
00:14:25,519 --> 00:14:28,000
the number of species on Earth. So, uh,
404
00:14:28,000 --> 00:14:29,760
it was, you know, kind of extraordinary
405
00:14:29,760 --> 00:14:31,360
how much players embraced that.
406
00:14:31,360 --> 00:14:32,639
Basically, we were turning the average
407
00:14:32,639 --> 00:14:34,320
player into a Pixar artist. They were
408
00:14:34,320 --> 00:14:35,920
able to create a, you know, a brand new
409
00:14:35,920 --> 00:14:36,959
character out of their imagination and
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00:14:36,959 --> 00:14:39,519
have it come to life. uh and so I think
411
00:14:39,519 --> 00:14:42,399
this is one of the uh examples of the
412
00:14:42,399 --> 00:14:44,399
computer giving creative leverage a
413
00:14:44,399 --> 00:14:46,320
creative amplifier and a lot of people
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00:14:46,320 --> 00:14:48,240
are using you know computers for
415
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different creative fields but same thing
416
00:14:50,399 --> 00:14:52,079
it's a creative amplifier for everything
417
00:14:52,079 --> 00:14:54,320
they
1
00:00:09,120 --> 00:00:11,679
I don't actually start by concepting a
2
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new game. I read a lot. I like learning
3
00:00:15,280 --> 00:00:17,440
new things and at some point I'll just
4
00:00:17,440 --> 00:00:19,039
trip over a subject or some material
5
00:00:19,039 --> 00:00:21,760
that I find particularly fascinating. So
6
00:00:21,760 --> 00:00:23,199
it's not like I sit down and say, "Okay,
7
00:00:23,199 --> 00:00:24,240
I'm going to come up with a new game
8
00:00:24,240 --> 00:00:26,880
idea." It's more like I'm kind of just
9
00:00:26,880 --> 00:00:29,840
exploring, browsing the world. Then it's
10
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like, ooh, maybe I can make a game out
11
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of this.
12
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When I went to college, I studied all
13
00:00:40,719 --> 00:00:42,160
these different things and, you know, I
14
00:00:42,160 --> 00:00:43,440
don't want to become an architect or an
15
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engineer or an artist, what you know,
16
00:00:45,440 --> 00:00:47,280
and uh by being a game designer, I found
17
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that I could study whatever I want, you
18
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know, and my excuse is I'm making a game
19
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about it. So for me, you know, being a
20
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game designer, you know, turned into a
21
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lifelong learning process where I can go
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off in any subject I want to. And it's
23
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taxdeductible. For me, it's usually, you
24
00:01:01,760 --> 00:01:04,879
know, some kind of interesting thing
25
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about the world or in the world that as
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I dig deeper, it gets more interesting,
27
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uh, not less. You know, that that didn't
28
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sound that interesting to me, but as I
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read about it a little bit more, it
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actually sounded kind of fascinating. I
31
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read some more and it actually really
32
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grabbed me and pulled me in. A lot of
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the games I've done actually were based
34
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upon cool subjects, usually books that I
35
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read. Sim City, you know, was very
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influenced by the work of a guy named
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Jay Forester who was the first person to
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actually model cities on the early
39
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computers back in the 50s. His models
40
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were not spatial. They were just like
41
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little numbers. How many people did the
42
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city have, you know, how much land, how
43
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many roads, you know, but uh he was
44
00:01:37,840 --> 00:01:39,680
actually the father of what became known
45
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as system dynamics, which I'll talk
46
00:01:41,119 --> 00:01:43,360
about a little bit later. Uh Sam Ant was
47
00:01:43,360 --> 00:01:45,040
very much inspired by the work of Edward
48
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O. Wilson very famous or mmacologist
49
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studies ants uh he wrote this great book
50
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won the bullet surprise called the ants
51
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but he actually in some sense was
52
00:01:53,439 --> 00:01:55,680
reverse engineering the way ants work
53
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you know little ants are almost like
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little robots and it's pretty simple to
55
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figure out in the presence of this
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pheromone the ant does that in the
57
00:02:01,600 --> 00:02:02,880
presence of that pheromone it does this
58
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and he actually reverse engineered that
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00:02:04,719 --> 00:02:06,079
and discovered a whole level of
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emergence you know an ant colony in fact
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is incredibly smart it's about as smart
62
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as a dog an individual ant is incredibly
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stupid and so ant colonies are really
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one of the few forms of intelligence
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that we can deconstruct and understand
66
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at that level. And he was the guy who
67
00:02:18,720 --> 00:02:21,599
did it. These kind of subjects uh are
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things that when you read about them,
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they they're kind of dry and boring.
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They're filled with technical jargon.
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And what I always aspired to do was to
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take these things and make them
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00:02:29,760 --> 00:02:31,360
approachable, turn them into a toy. How
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can I turn an ant colony into a toy? So
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00:02:33,280 --> 00:02:34,319
other people come in and start
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00:02:34,319 --> 00:02:35,920
interacting with it. And when players
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00:02:35,920 --> 00:02:37,599
are actually manipulating these things
78
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and building them, they take ownership
79
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and they get so involved, so much more
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emotionally connected to these and then
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the subject becomes utterly fascinating.
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As soon as I built the very first
83
00:02:46,000 --> 00:02:48,080
prototypes of Sim City and I was running
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a little simulation, it was very coarse,
85
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very crude, but still my interest in
86
00:02:52,720 --> 00:02:54,400
urban planning skyrocketed. All of a
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00:02:54,400 --> 00:02:55,840
sudden, you know, oh, this is really
88
00:02:55,840 --> 00:02:56,959
cool. I want to find out about traffic
89
00:02:56,959 --> 00:02:58,080
modeling. I want to find out about this,
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that, and the other. You know, these
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things that would have sounded
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00:02:59,680 --> 00:03:01,360
incredibly boring to me when I had a
93
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little, you know, guinea pig in my room
94
00:03:03,599 --> 00:03:05,920
to play with. uh became fascinating.
95
00:03:05,920 --> 00:03:07,680
Likewise, you know, other games I did,
96
00:03:07,680 --> 00:03:09,440
the Sims was very much influenced by
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00:03:09,440 --> 00:03:11,120
Christopher Alexander's work in
98
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architecture. So for me personally, I
99
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find a lot of inspiration in books also
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in fields I think that are u
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interdisciplinary, you know, or things
102
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that are almost controversial. Sim was
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very much inspired by James Lovelock's
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Gaia hypothesis. It's about the earth
105
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and the way it regulates itself. And you
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know, usually that's where the areas of
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science are moving the fastest and the
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most interesting. And those are the
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things I tended to gravitate toward.
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This is me personally as a designer. I
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think every designer is going to find
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00:03:36,720 --> 00:03:38,879
their own kind of pallet of inspiration,
113
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their own direction, their own kind of
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voice.
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00:03:48,080 --> 00:03:51,360
When I was starting out in game design,
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there wasn't this thing around called
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the internet. Uh um and actually I had
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to go to this place they used to call
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libraries where they had these things
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00:03:58,720 --> 00:04:01,519
called books and uh I would read these
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books you know and learn about things
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that way. Uh nowadays it's so low
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friction to go on the web and find
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anything you want to anything at all
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about anything you want to. So I think
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that now designers you know have so much
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more uh so much less friction you know
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to do research around an idea that you
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know for me it's it's almost magical um
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that I can kind of pick any topic and go
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down any little weird path and find
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material about it. On the simulation
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side, it was really interesting to me to
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kind of go back into the history of
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simulation, you know, back into the 60s
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and 50s and even all the way back to
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Bonoyman and Turing and see what they
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were trying to do with these super
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primitive computers. And some of the
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things they were trying to do were
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amazing, you know, way way beyond
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anything a computer could do. But they
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would imagine that one day a computer
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could do this, you know, and right now,
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you know, my watch has, you know, much
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more power than they ever envisioned.
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you know, at least as a designer, I
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don't feel like there are any meaningful
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limitations beyond my own imagination.
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And so I think to me that's, you know,
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really the thing that, you know, I have
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to kind of flex and exercise and push is
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my own imagination. Uh, if I can do
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that, it's actually pretty
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straightforward and easy for me to
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figure out, you know, the research, the
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technology,
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um, to do it. feels to me like so many
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designers always think about and even
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communicate their game idea relative to
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other games. You know, it's going to be
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World of Warcraft on the moon, it's
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going to be whatever. Uh I think that,
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you know, there's so much more
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opportunity out in the world to take
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things. You know, you can just take a
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rock off the ground and look at it the
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right way and it has little microbes
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competing on the surface for territory
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and there's sunlight and environmental
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consideration. you know, you you could
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turn that into something fascinating.
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Um, you can take almost anything and
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look at it the right way, make it a
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fascinating interactive experience.
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With The Sims, it wasn't really apparent
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what I should be researching. But uh as
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I started digging into the game design,
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we started getting this thing with the
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Sims motives and they had to go to work
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and all this stuff, it became pretty
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apparent that this is really kind of a
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game about time management in some sense
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on their side. You know, how do you
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manage their time to maximize their
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motives to make them happy? Uh and after
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quite a bit of digging, I came across
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the work of a guy named I think uh James
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Robinson and he did all these time
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studies of Americans, you know, how they
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spent their time. He actually kept logs
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every day. They spend 20 minutes of
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time, you know, doing their stuff in the
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morning to get ready, this amount of
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time with their kids, this amount of
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time in front of the TV, you know, and
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he actually broke it down and it ended
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up that we were matching those numbers
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fairly closely. We took the simulation
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and tried to match the real numbers, the
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percentage of time that people actually
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spend doing each of these activities in
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the sims. So, that was something that
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wasn't apparent that, you know,
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something we could even research.
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another area of research. I forgot the
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name of the guy who did this, but he was
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interviewing all these people about what
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their most prized possessions were at
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different ages. And it was actually
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quite interesting stuff. Some of which
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kind of made it into the game, some of
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which didn't. It turned out that like
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for kids and really old people, their
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most prized possession was their bed,
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you know, and in midlife, you know, and
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TV was second. Midlife, it was like
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their car, their house, all these other
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things. But it was interesting that the
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kids list of their top possessions was
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almost the same as like an elderly
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person's top possessions. But uh so some
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of this stuff will kind of become part
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of the game or not. But still as
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designer if you kind of understand and
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absorb all this stuff it helps you kind
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of think about directions you might take
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it or you could take it even if you
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don't end up using it.
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Even when I'm kind of initially
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imagining okay I'm make a game about
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this thing. Uh I don't start by thinking
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what's the game going to be or what's
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the game going to be like. I just dive
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deeper and deeper into the subject and
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the research and then I start trying to
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kind of look at the components, you
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know, what are the different aspects of
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this that are interesting to me and it
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might be the process, it might be the
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structure, it might be um the science
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behind it, uh whatever historical
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context from those things I start
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imagining, okay, you know, how would I
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really like to kind of view this or
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manipulate it or play with it or create
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it? uh you know if this is a piece of
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clay you know how do I want to sculpt it
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what are my tools I started just
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imagining 10 or 20 different
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perspectives on that subject and uh I
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think the perspectives are far more
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valuable than particular um solutions or
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approaches and so actually after kind of
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rotating this thing around through 20 or
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30 perspectives two or three usually
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will start to kind of get traction in my
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head and I'll start exploring those a
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little bit further So I'm trying to
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describe something that in my head is
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really a much more kind of abstract
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process, but that's how it kind of feels
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to me. But I in some sense I'm kind of
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circling the idea and slowly zeroing in
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on it. I don't dive right at it, but I
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sit there and just kind of let it turn
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over my mind. I'll sit there and do like
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this research thinking about it phase
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for a year before I even think about
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what, you know, what kind of game it
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might be. And during that time, I will
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even, you know, I'll build models of it
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or draw pictures of it or try to
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recreate it in different forms tangibly.
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And that again just kind of puts my
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brain in a little bit different spin, a
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little bit different perspective. And
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all new ideas will pop up, you know,
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just as a result of me building a model
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of something
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spore. The original concept was based on
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a couple of things. Uh I did a box
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design, original box design. It was
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actually I called it sim everything. Uh
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but there were two things that really
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fascinated me especially. Number one was
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old uh film Charles Mames powers of 10.
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We begin with a scene 1 meter wide. Now
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every 10 seconds we will look from 10
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times farther away and our field of view
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will be 10 times wider.
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It was the same thing starting with
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atomic scale. everyone a powers of 10
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bigger and bigger and bigger. I love
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that idea of scale across the galaxy
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across the universe and within that
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dimension of scale that the most
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interesting thing at every single scale
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that we know of is life you know
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everything else is fairly deterministic
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fairly you know uh predictable dry but
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life is the one unpredictable aspect in
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every single skill you know starting at
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the cellular level. The other big uh
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inspiration was basically astrobiology.
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The idea of you know how prevalent is
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life out in the galaxy and what forms
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might it take. And so it was those two
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ideas that came together and I you know
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was really thinking about can I tell a
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story about the journey of life from the
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cellular level up to you know galactic
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expansion and make that kind of
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game-like like a toy.
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As a designer, I I I tend to of go with
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my gut feel in terms of that's going to
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be something cool and I can't always you
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know express exactly on what dimensions
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it's going to be cool but I hope that my
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instincts will bring me to a place where
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a wide range of people will enjoy it and
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I wasn't always that way. It took me a
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while to kind of to realize that when I
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was first uh working on Sim City by
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myself I showed it to a few people and
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they thought it was kind of cool. I
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showed it to my eventual partner Jeff
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Braun and he was like, "Oh yes, we have
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to do this. Let's start a company." We
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started Maxis and did Sim City. But in
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my mind, even at that point, I was
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thinking, "Okay, this is a game that
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maybe a few strategy gamers or
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architects maybe might enjoy." It didn't
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occur to me that a wide range of people
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would enjoy that. To Jeff, it did. Jeff
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kind of understood that, I think, more
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than I did. After that, I started
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learning to trust my instincts that if
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if I really find this cool for some
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reason, I'm gravitating toward that.
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Just trust that we can find a way to
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bring other people and they'll enjoy it
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as well. Uh it's very hard as a designer
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for me to design for somebody else. You
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know, this is how that person thinks.
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This is what they want. This is what
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they believe. Uh it's easy to do for
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myself and then figure out why am I
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enjoying this? Why am I motivated? And
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you know what about other people's
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thought process will let them see this
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and enjoy it and experience it the same
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way I
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Once I have an idea for a game, I start
2
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making prototypes as soon as I can. The
3
00:00:15,519 --> 00:00:17,680
early prototyping is probably the most
4
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important stage. We're trying to imagine
5
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different types of rules that might be
6
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applied to the system that we're basing
7
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the game on. You're basically trying
8
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everything you can think of for how to
9
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turn this concept into a game. Whatever
10
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it takes for you to cheaply get a sense
11
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of that's fun, that's not fun.
12
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Well, a prototype is usually
13
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interactive. Not always, but usually.
14
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Uh, and we're taking like some little
15
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bit or part of the game that we have a
16
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question about. Should we go this way or
17
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that way? And it might be an interaction
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question. Is it better to have the
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controls work like this or like that? It
20
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might be a visualization or a graphics
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question. Should we do this point of
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view, that point of view? Should it be
23
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this style, that style? Uh, but it's
24
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something that we feel like we can't
25
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answer unless we actually touch and play
26
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with and interact with a little bit and
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even it's just turning the the world
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around and looking at different, you
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know, camera angles. And that's when we
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decide, okay, we're going to build a
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prototype and we're going to build the
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simplest possible thing we can that will
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help us answer that question. As I'm
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playing with this one little piece in
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hand and imagining the rest of the
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experience, can I answer that question?
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Oh yeah, this would be much better top
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down. This would be much better 3D. This
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would be much better with that kind of
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player control. Uh, but it, you know, it
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really needs to be answering a question
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as cheaply as possible. And you don't
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want to go spend weeks and weeks
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building this. you want to build the
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cheapest, simplest little thing that you
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can build that you can sit back and say,
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"Okay, I'm pretty confident now that we
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go this way." As we get further in down
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the path, it's, you know, can somebody
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learn how to use this interface? And we
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can find out what the failure states
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are, how we need to change it to make it
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work better. And even further down the
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road, it's how engaging is this to
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players? And that's a much much more
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open-ended question and a much broader
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range of answers that for certain
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people, this is very motivating. Most
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people, it isn't. or it's somewhat
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motivating for a lot of people but if we
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did this it would be much more
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motivating or you know the social
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component is working well here but not
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the individual. So those are much more
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uh I'd say subjective in terms of
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interpreting the results. the very
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initial ones are very clear usually in
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terms of okay we go with A instead of B
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and uh I think you know we think of it
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in those terms
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prototyping can take different forms I
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mean sometimes it's cutting up little
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pieces of paper and these are now game
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units and you have you know basically
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rules and you can move your thing two
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spaces every turn and you might have a
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very simple you know turnbased
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two-player game that you're moving
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little pieces of paper round. Other
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times it might be uh a more constructive
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experience where you're actually drawing
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something on a piece of paper and you
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have rules about how much you can draw
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and you add up how many things you've
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drawn and what the cost is and you're
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actually doing like your own little kind
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of economic bookkeeping alongside of it.
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Uh you know what we call paper pro paper
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prototyping isn't so much it has to be
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paper. It really more means that it's
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off the computer. You know you're not
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really programming but you're doing it
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with tangible little objects. One of the
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things I tried strong a long time ago
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was when uh I was first coming up with
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the game and starting to pitch it
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around. I would actually make two or
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three different box designs
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myself. You know, I just put, you know,
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printing the stuff out, glue it to the
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side of a box, put them up there, and
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show them to people. Which one of these
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games would you like? It's all the same
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game in my mind, but you know, these are
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three different ways of kind of uh
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informing, you know, what the game is
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about and presenting it. Uh and in some
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sense, that's a marketing prototype. uh
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and I would see that oh people really
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get box B but A and C they don't like it
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all that would just tell me a little bit
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about how somebody initially thinks
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about this whole idea and which
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direction I should go in terms of
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communicating it so that's kind of in
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some sense a communications prototype uh
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you know later on as you start kind of
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playing with how I present this to the
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player or what's the interface you know
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those are things that are fairly simple
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and again sometimes these are things you
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can just pull off the shelf and say you
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know this game uses control scheme A
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that one uses control scheme B and
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they're both driving tanks which one
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feels better as I'm imagining the rest
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of my game, which might be completely
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different than these off-the-shelf
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games, but at least in terms of the
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controls, I can sit there and imagine my
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game with these controls. So, these
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prototypes can take any form. It's
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anytime you have a question answer and
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you feel like if you could build
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something, whether it's, you know, a
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fake box or a control scheme prototype
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or even two games off the shelf that
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you're playing one little part of, uh,
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will that help you figure out which
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branch down that design tree that you
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want to take?
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I found that when I make games a lot of
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times I it actually helps me to build
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real tangible things uh from the game
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before I actually build the game. When I
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was actually working on the Sims at some
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point I decided I wanted to have a
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little neighborhood for the original
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Sims and you would pick a house and
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build a house and you eventually build
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little houses in the neighborhood. I
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actually first built a real model of a
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little, you know, few houses and little
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landscape. And this is the model I
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actually built for the Sims. And this is
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actually the original Sims, what it
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looked like. So, it was actually a
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fairly close representation for Sim Ant.
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I built a giant ant. And for everything
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I've made, I've tried to bring it to the
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tangible, and it helps me think about it
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in certain ways when I'm actually
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touching it. And I wonder like in the
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game, how can I make it feel tangible?
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How can I make the player feel like
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they're actually touching something real
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here?
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As we start building prototypes, we
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might find, you know, kind of sweet
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spots, really fun things. That's a
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really cool dynamic, or I like that
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tool, or it's really enjoyable making
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this thing. Um, then we start figuring
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out how can we, you know, take those
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really good spots and spread it out
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through the rest of design and make it
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part of the spine. on a game like Spore,
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you know, we started building some of
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the editors very early on and it was so
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fun building things in the creature
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editor, we decided, hey, let's see if we
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can do a building editor. Oh, that's
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cool. Let's see if we can do a vehicle
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editor. And so, we decided that the
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editors would be, you know, consistent
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across all the levels. They would
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operate pretty much the same. Uh but
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each one was its own special thing but
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yet it was kind of a core activity that
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kind of gave connection across the
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different levels because sport really
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you know otherwise was like five
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different games that happened to be
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connected. Uh but the editors you know
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gave kind of thematic consistency across
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there and player familiarity when I got
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to the next level I already knew how to
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use the editor. Uh so I think we look
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for things like that or you know even
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like the tools in Sim City you know when
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you're laying down this you know that
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tool operates pretty much the same like
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you know roads operate almost the same
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as the water pipes. You look for things
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that you can kind of leverage across the
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design so once the player learns one
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thing they've learned five things uh but
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also gives you know kind of a consistent
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feel to the whole experience.
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Well, as a designer, I'm going to look
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at these prototypes, interact with them,
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you know, and come up with some decision
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about where we should go. I don't care
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what they're built out of. Uh, so
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typically, depending on the programmer I
216
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was working with, we be they might be
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very comfortable with their own little
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codebase, and they could very rapidly
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iterate that. So, from my point of view,
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whatever was the least amount of
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friction for the programmer creating
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this uh because the end, I just want to
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be able to interact with it for a few
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hours and then make a decision. and
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we're basically going to throw that code
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away or the programmer might actually
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take that codebase and evolve it into
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the next prototype. There's so many
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different programs. It could be, you
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know, JavaScript, it could be Unity, it
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could be, you know, hardcore C, I don't
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care again, but uh that really depends a
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lot on, you know, the programmer and
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their familiarity, you know, again,
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whatever is going to they can create the
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fastest possible thing for you at the
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least possible cost. So, I'm totally
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agnostic in terms of what platform or
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codebase it's built in. As a student,
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you want to learn prototyping. You know,
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again, I would say find some system that
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you can program to some degree or script
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uh whatever you're familiar with and
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then imagine how you could actually
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create some simple interactive
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experience with that. Do that a few
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times and now start imagining, okay, how
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can I make that better? You know, what
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questions do I need to answer? You know,
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so basically this again is a navigation
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instrument for you. It's a compass to
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help you figure out I want to go this
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way or that way. And just playing with
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simple rule sets, uh, you can kind of
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get a sense of how you navigate the kind
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of a tree.
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games uh in story I think have a very
2
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interesting relationship with each other
3
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and uh you know I see a lot of game
4
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designers that really are aspiring to be
5
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storytellers uh and I've always thought
6
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that the coolest stories are always
7
00:00:25,680 --> 00:00:27,119
coming from the players. I mean, it's
8
00:00:27,119 --> 00:00:28,480
nice to have a backstory or here's the
9
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world and all that, but really, you
10
00:00:30,320 --> 00:00:32,320
know, you want every player to basically
11
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encounter their own story, create their
12
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own story by what they do in the game.
13
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That's the really interesting story for
14
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me. But as creatures, as organisms, we
15
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are faced uh with this kind of
16
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fundamental dilemma, which is that, you
17
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know, we're here, the world's out there.
18
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You know, basically, we have a limited
19
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bubble of experience. Things that we,
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you know, know about the world, will
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experience directly about the world.
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Basically we take this in through our
23
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senses. We see the world. We perceive it
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in certain ways. Uh it goes into our
25
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imagination. You know we actually start
26
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building little models of it. And you
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know based upon how we interpret the
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world around us, it influences our
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behavior. You know how we act out there.
30
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Now that limited bubble of experience uh
31
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is not really enough to for us to build
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very effective models of the world. And
33
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it's that experience that we're building
34
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these models of the world from. So over
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time you know actually through evolution
36
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I think we've discovered two other
37
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methods. One is to have toy experiences
38
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where we have symbolic experiences you
39
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know and kind of abstract that back into
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the real world. The other one is to
41
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learn from other people's experiences.
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If my friend the caveman comes back and
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says a tiger almost ate me when I left
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the cave. I didn't have that experience
45
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but I know the next time I leave the
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cave I'm going to look out for a tiger.
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Uh I was able to learn from his
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experience without having that
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experience directly myself. Now over
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time through our culture we've come to
51
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call one of these things play these toy
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experiences and the other one story. Uh
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these are both though fundamentally
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educational technologies. I think this
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is why we enjoy consuming these things
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um because they actually help us build
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more elaborate more detailed world
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models with a limited experience base.
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Now story and play I think have a really
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kind of interesting uh two sides of coin
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relationship here. Some of the really
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cool stories, the ones that really
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capture your imagination, uh, you can
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deconstruct into characters, you know,
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worlds, locations, objects. I watch my
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8-year-old playing, you know, with Star
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Wars Legos, and he creates his own
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stories with the Stormtroopers and this,
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all the components from Star Wars, and
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he kind of understands that universe,
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but now becomes kind of a set of things
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for him to play with. I think some of
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the best games where players have a lot
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of freedom, creativity, lead to really
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cool stories. The games are actually
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generating stories as the players play.
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So in some sense I think you know really
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good stories can generate play and
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really good play can generate stories.
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So I think the two are kind of
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self-supporting but they are very very
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different actually.
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A lot of times you hear that you know
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stories have such a deep emotional
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connection uh whereas games are flat. Uh
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I don't really think that's true. I
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think the games really you know haven't
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matured as much but I think what it is
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is that they have very different
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emotional pallets. The emotional pallet
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of film is totally based upon empathy.
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You know, you can look at characters
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these actually simulations on the screen
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which we call actors pretending to be
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these characters and they're basically
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pretending to have emotions and we're
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empathizing with those emotions and so
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when they feel sad we you know feel that
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sadness. Uh when they're happy we feel
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happy. Um games you know the emotional
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pallet is based upon agency. the fact
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that I did it, you know, that I'm
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responsible, I have accountability, I'm
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the one that pushed the joystick in that
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direction. So, I think that the kind of
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emotions that we can actually get out of
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games are very different. Uh things like
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guilt, pride, accomplishment,
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um teamwork are things I've felt in
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gaming I've never felt in linear media
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because they were things that I was
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actively involved with. You know, I
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remember when I played black and white
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the first time and you have this
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creature you're doing, you know,
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basically raising and you can discipline
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it or reward it and I just started
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slapping it to see what would happen and
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it got really downtrodden and sad and
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all that. I actually felt so bad even
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though I knew it was a digital
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character. Uh, but I felt so bad and I
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felt guilty for having done that. Uh,
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there was a much earlier game called
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Choplifter where you flew this little
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helicopter around. You were rescuing
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these little tiny people which were
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really like 10 pixels high and I'd pick
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them up in the helicopter and bringing
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them out. They'd get out after I rescued
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them. They jump out the helicopter and
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wave at me. And I felt so proud and it
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was 10 white pixels I'd rescued, you
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know, but it was just funny that it was
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able to kind of tweak that circuit in my
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head, you know, a feeling accomplishment
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and pride. Uh, and again, this is
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something I've never really felt, you
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know, watching a movie. I felt
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indirectly you know that some a
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character in the movie felt proud or
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accomplished or guilty but I didn't
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directly feel you know I was responsible
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for it. So I think that is the primary
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distinguishing factor between the
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emotional pallet and both.
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As we were getting closer to finishing
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the very first version of the Sims, we
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were, of course, bringing people in,
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watching them play it, just observing.
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And uh, as designers, you know, we were
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sitting back and watching them play the
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game. And as they were playing the game,
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they were telling each other the story
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of what was happening. And it was
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hilarious. I really enjoyed hearing the
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stories, you know, and it was, you know,
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based upon what was actually happening
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in the game, but they would elaborate,
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they would add details, and they gave it
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almost, you know, themes. And it was
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just fascinating to me how readily
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people would build a story around this.
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I think it's a fundamental way for us to
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convey things to another person uh is
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through story. And so we decided that
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you know we should at the very last
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minute we decided we wanted to put a
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feature in so players could basically
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capture screenshots, write text and
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basically build a little comic book,
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little illustrated comic book and then
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upload it with one click. They didn't
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have to know anything about the web. It
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was just built into the game. You know
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capture a story, write it uh under the
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pictures, press a button, it goes on the
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web. And so we had, you know, a section
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of our website with player stories and
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became uh immensely popular and
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initially it was, you know, kind of
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predictable silly stories about
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superheroes or whatever. Um, but very
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rapidly we started seeing these very uh
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heartfelt deep real stories. You know,
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there was one of the early ones was a
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woman who got out of an abusive
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relationship and she was trying to tell
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that story to inspire other women in the
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same position. Uh other ones were, you
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know, how this guy had a horrible senior
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year in high school. Some of these were
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just like almost uh rants. One was a
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rant about how they hated this one
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particular Starbucks in New York City
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because the homeless people would go in
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there and drink the cream or I mean just
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weird things like that. It was amazing
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that these are people that probably
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never would have written these things
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down at all. You know, they didn't
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really have a creative outlet. But once
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they started playing the game and they
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started actually kind of recreating
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these things and they found how easy it
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was to share. And also these people
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would post these stories and other
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people would comment on them, you know,
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and rate them. And for all these people
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who have never once been told they were
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creative or done anything interesting to
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just have five people, you know, random
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people say that was really cool made
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them tremendously motivated. They would
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go back and do much more elaborate
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stories after that. You know, it took
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very little uh positive reinforcement um
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or recognition for these people then to
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dive in, you know, and obviously these
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people, you know, had things they wanted
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to express. So basically this game for
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them turned into a creative tool, a tool
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of self-expression and uh so we later
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kind of developed that you know in the
225
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Sims where you're capturing movies and
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much more elaborate things and of course
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alongside of games there's been this
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really interesting field of machinima
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where people are actually using game
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engines to tell stories you know very
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very cheaply and so that's something for
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the same reason has been growing up
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alongside of games and has turned into
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its own kind of whole medium.
1
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More than anything else, I found the
2
00:00:10,800 --> 00:00:12,320
psychology to be the really tricky
3
00:00:12,320 --> 00:00:13,920
challenging part of game design. The
4
00:00:13,920 --> 00:00:16,000
technology is advancing every year. What
5
00:00:16,000 --> 00:00:18,480
we can do on modern computers makes me
6
00:00:18,480 --> 00:00:20,000
as a designer feel almost unlimited. You
7
00:00:20,000 --> 00:00:22,160
know, you can do amazing things on these
8
00:00:22,160 --> 00:00:24,880
electronics. Player psychology though,
9
00:00:24,880 --> 00:00:26,720
human brains are not advancing. They're
10
00:00:26,720 --> 00:00:29,039
kind of same they've been 100 years ago.
11
00:00:29,039 --> 00:00:30,960
We have to learn how it works. What are
12
00:00:30,960 --> 00:00:32,880
the inner workings of that computer and
13
00:00:32,880 --> 00:00:34,480
how can we exploit it and use it, you
14
00:00:34,480 --> 00:00:37,680
know, to our advantage.
15
00:00:37,680 --> 00:00:38,960
There's actually a great book, I think
16
00:00:38,960 --> 00:00:40,239
it's out of print now. It's called maps
17
00:00:40,239 --> 00:00:43,280
of the mind. Each page was kind of a
18
00:00:43,280 --> 00:00:45,600
visual representation of one
19
00:00:45,600 --> 00:00:47,600
psychological theory. It might be
20
00:00:47,600 --> 00:00:51,280
Maslo's pyramid or Freud and the id.
21
00:00:51,280 --> 00:00:53,360
Each one of them was a different way, a
22
00:00:53,360 --> 00:00:55,280
different perspective on the human mind
23
00:00:55,280 --> 00:00:56,640
and human psychology and the way it
24
00:00:56,640 --> 00:00:58,239
worked.
25
00:00:58,239 --> 00:01:00,239
Each one is kind of a tool, you know,
26
00:01:00,239 --> 00:01:01,840
and it has its particular purpose and
27
00:01:01,840 --> 00:01:03,600
works well in certain situations and not
28
00:01:03,600 --> 00:01:05,439
well in others. And none of them are
29
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really, you know, the right approach
30
00:01:07,280 --> 00:01:09,360
that I'm going to, you know, religiously
31
00:01:09,360 --> 00:01:11,520
adhere to, but each one contains
32
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something valuable that might be of use
33
00:01:12,880 --> 00:01:14,640
to me in the future. You know, Maslo's
34
00:01:14,640 --> 00:01:16,080
pyramid turned out to be very useful for
35
00:01:16,080 --> 00:01:20,119
the Sims, for instance.
36
00:01:26,159 --> 00:01:29,159
More
37
00:01:50,799 --> 00:01:54,840
tweet tweet tweet. You la
38
00:02:17,680 --> 00:02:21,160
planet planet.
39
00:02:29,520 --> 00:02:32,480
Aha. Very base core of the Sims had to
40
00:02:32,480 --> 00:02:34,640
do with feeding the uh the motives of
41
00:02:34,640 --> 00:02:37,440
the Sims. Hunger, entertainment, sleep,
42
00:02:37,440 --> 00:02:40,080
all those things. Uh we started building
43
00:02:40,080 --> 00:02:41,840
very very simple little prototypes that
44
00:02:41,840 --> 00:02:43,440
was just a set of sliders and buttons
45
00:02:43,440 --> 00:02:45,040
like you know press a button for food,
46
00:02:45,040 --> 00:02:47,760
sleep, you know, entertainment and
47
00:02:47,760 --> 00:02:49,200
basically trying to balance these little
48
00:02:49,200 --> 00:02:51,120
sliders.
49
00:02:51,120 --> 00:02:52,560
At some point, you know, we decided,
50
00:02:52,560 --> 00:02:53,920
okay, one of the major goals in the Sims
51
00:02:53,920 --> 00:02:55,040
would be to have them actually go to
52
00:02:55,040 --> 00:02:56,400
work and earn money so you can go out
53
00:02:56,400 --> 00:02:59,840
and buy more junk for your house. Uh
54
00:02:59,840 --> 00:03:01,519
now, you know, we basically had a reason
55
00:03:01,519 --> 00:03:03,200
to get all these sliders up to some
56
00:03:03,200 --> 00:03:04,560
state that, you know, they go to work in
57
00:03:04,560 --> 00:03:06,080
a good state. The better their state is,
58
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the more money they earn. So, we're
59
00:03:07,680 --> 00:03:09,920
connecting kind of these base motives to
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the larger aspirations, which is exactly
61
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what Maslo's pyramid was all about.
62
00:03:23,760 --> 00:03:24,959
The game designer is really kind of
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00:03:24,959 --> 00:03:26,560
playing with the player psychology, you
64
00:03:26,560 --> 00:03:28,400
know, by giving them certain freedoms,
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00:03:28,400 --> 00:03:30,159
certain limitations, certain goal
66
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states. you know, you're trying to get
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00:03:32,400 --> 00:03:35,120
them into a certain motivation within
68
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this little world that you've crafted
69
00:03:37,280 --> 00:03:41,440
and uh make them want to do things or
70
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want to avoid things happening. You
71
00:03:43,200 --> 00:03:44,879
know, you basically kind of want to set
72
00:03:44,879 --> 00:03:46,560
up this structure in their head that
73
00:03:46,560 --> 00:03:48,640
they're motivated to do this and avoid
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00:03:48,640 --> 00:03:50,400
that. But you want to have an
75
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environment where they start feeling
76
00:03:52,080 --> 00:03:54,720
strong motivations for their actions.
77
00:03:54,720 --> 00:03:57,519
And then now it's up to them to kind of
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start testing their model against your
79
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model. and they start building that
80
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mental model against your game. I think
81
00:04:03,519 --> 00:04:05,040
it was PT Barnum that said something
82
00:04:05,040 --> 00:04:08,640
like uh no entrepreneur ever went broke
83
00:04:08,640 --> 00:04:11,280
uh overestimating the intelligence of
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the American public.
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So kind of my version of that is no game
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designer ever went wrong by
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overestimating the narcissism of their
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players, you know. And so the more it is
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about the player, the more the player
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celebrated, the more the player is the
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center of that universe, um generally
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the more they like it.
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At the very beginning, you know, one of
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the
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chief fundamental components of game
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design, one of the skills that you
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really want to master as a game designer
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is the ability to build a mental model
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in your player's head. And this is
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really kind of an art form. Uh this is
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something I've learned from magic
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actually for magicians is that when a
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magician is performing a trick. What
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they're actually doing is they're
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getting the viewers, the audience to
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craft a mental model of what's going on,
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but they're getting them to craft
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exactly the wrong mental model. You
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know, such that, you know, you think
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this is in my hand, you think this is in
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my hand, I pull the handkerchief back.
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It's not. I've actually through a lot of
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different techniques as a magician got
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you to build an incorrect mental model.
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And then when I do the reveal, you see
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that, hey, my middle model was wrong. In
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fact, what the magician was doing was
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some other manipulation over here. And
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as a game designer, we take that kind of
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approach in some ways. You know, we were
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actually having our players interact
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with little pieces of computer memory
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and code and interface buttons, but in
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their head, they're building a entirely
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different model. There's a world that
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they're in with verbs and nouns and
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affordances and agency and actions and
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possibilities and goal states. that's
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what we're actually building in our
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player's head. And so, in some sense,
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the game designer is a much more
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elaborate magician uh doing this.
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We're modeling things all the time. You
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know, you're modeling other people all
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the time. I'm imagining what my friend
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is thinking about me. I'm imagining what
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they know about me. And I try to be
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consistent with that. So I'm not only
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building a model of my friend, but I'm
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building a model of their model of me.
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You know, it's recursive. You know, I
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can kind of remember what they have seen
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me do, how they see me behave, and I
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have a very rough sense of what their
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model of me is. And I try to be
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consistent with that. So this modeling
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is pretty deep and recursive in that
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sense. Uh you can put any kid in front
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of a video game and right off the bat
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they start mashing buttons looking at
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what's happening they observe and it's
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very much the scientific process you
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know where they're doing hypothesis
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experiment look at the result go back
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refine the hypothesis experiment look at
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the result and it's that iterative
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scientific process that you know and
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that is basically model building of a
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different sort now you know in building
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models we take in a lot of data a lot of
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examples and from that we start looking
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for patterns in that data and things
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that you know are different, things that
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are the same and after that we start
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building abstractions out of that. These
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we call schema and basically these are
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patterns that we see in the world. Any
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you know kid can tell you the difference
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between a dog and a cat and that's a
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schema that we have internally and it's
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really a very fine set of features to
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distinguish the difference between a dog
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and a cat. But it's a schema that we
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have and so we can look at any new dog
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or cat say right off the bat is a dog or
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cat against our schema. Now from that we
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start building more elaborate things
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called models. you know the schema these
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patterns now become the components of
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the models that we're building and that
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now influences our behavior you know we
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behave against these models you know
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basically running scenarios that you
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know should I do this or that should I
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get this job or that job should I say A
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or B and so all of our behavior really
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is based against us playing these models
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in our head about what we should do now
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schema are really interesting in that we
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have schema for so many different things
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for instance in a restaurant we have
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this rough idea of things that happen
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when we go into a
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Now, not all these things always happen,
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but in general, that's a pretty good
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schema for what to expect when I walk
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into a restaurant. Some of the schema
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that we are dealing with.
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Classification, who are the good guys
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and the bad guys? Causality. If you find
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a pot of gold, you'll be rich. Empathy.
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If you see a hungry dog, you feel bad
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for it. Agency, if you have control, you
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can command your fate. We have schema
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for all of these different things. And
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you're controlling the player schema in
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some sense as a designer by what you
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present them with, how it operates, how
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it behaves. When I see five turtles
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commit me in a row and all attack me, I
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start saying, "Okay, turtles are a bad
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thing in this game." You know, that's
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the schema I'm building as I play the
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game, part of the model building. And
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games in some sense are generating these
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worlds from the models. So a game is
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really almost the reverse of science.
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Science is really taking all this data
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from the world, compressing it down into
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a very concise, small rule set, laws of
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physics. games take a very concise
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codebase and try to expand it into a
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wide range of possibilities that the
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player is going to encounter in your
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game and then the player is trying to
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reverse engineer that process and now
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build a concise representation of that.
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So it's really kind of interesting the
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way these models are coming and going
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against the data and the operation of
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the world. But again, these mental
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models are key I think for a game
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designer to realize that's what they're
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building.
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The middle model that we're trying to
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create in the player is something that
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uh may or may not have a purpose really
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for you. You know, I might be building a
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mental model for some player of Sim City
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about how cities work. But I know as a
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designer of Sim City that that model is
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not going to be correct. You know, there
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are things about Sim City that do not
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match the real world.
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uh you know a lot of times games and
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filmmakers as well will actually uh
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build a model that they know is
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incorrect because that's what the
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players expect. You know we uh since
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2000 I know that if the nuclear power
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plant caught on fire there'd be a giant
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nuclear explosion which doesn't happen.
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It doesn't happen that way. Uh there's
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fallout but no nuclear explosion but all
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the players expected that you know and
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when it didn't happen there was like why
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didn't it blow up you know so we made it
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behave that way you know in movies you
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know you see people shooting guns all
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the time and never hitting each other or
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cars always blow up and they crash you
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know all these things that you know
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you're building you know the wrong model
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in the player's head compared to reality
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but as an enjoyable experience you know
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they kind of expected why didn't the car
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blow up you know so I'd say that what is
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correct is really the open question here
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you know are you trying to build you
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know if I'm trying to build a training
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simulator
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for an airline pilot, then yes, I want
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that simulator to actually train them to
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build a model of the way that plane
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really behaves, you know, and that's my
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target. Uh, as an entertainment designer
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and if I'm designing a city simulator
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and you know, most of these players are
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not going to be designing a city like
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this. In fact, real cities are not
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designed with one person as the overlord
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like that. You know, it's much more
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political. So, I'm not that concerned
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that we take liberties, you know, like
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that.
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As an interactive experience, we want
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this whole thing to be centered on the
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player and, you know, understanding that
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every player is different is kind of key
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to that. We want every player to be able
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to take their own path, have some
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freedom, agency within our games. Uh, so
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we need to start thinking about, you
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know, how the players see themselves,
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you know, their identity. Now,
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everybody, you know, kind of wraps a lot
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of things around who they are. when you
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present yourself to other people
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depending on the context there's a place
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where you live your neighbors you know
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I'm from Ohio whatever it is your job
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your profession your skill set hobbies
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things that you do or brands products
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that you you know maybe have some
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allegiance to all these things
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components of your identity and you know
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when you're interacting with other
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people you know these are ways in which
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you kind of mark yourself you know you
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kind of surround yourself with these
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things saying you know this is part of
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what defines who I am Now we actually
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have you know a lot of very personal
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aspects to our identity but also we have
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communities that we live in you know
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sometimes real geographic communities
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other times online communities some of
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these are based upon location some are
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based upon interest profession uh and
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then there's the world around us you
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know that we all kind of share you know
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what's going on in the wider world it's
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almost like this target with successive
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rings going outward the innermost ring
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being the most personal the thing that
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most defines me as most unique going to
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the very general. We all live in the
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same world. Now, we find that uh as
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players get into games, you know, they
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kind of all come in like in the same
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way. They're all kind of casual players.
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I'm going to check this out, see what
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it's like. Some people really get into
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it, you know. Uh other people might play
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it for a little while, put it aside.
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This game isn't for me. But the players
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that kind of keep going down that path
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into your game, uh have a trajectory and
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depending on what kind of game it is,
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you know, they can take different paths
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into that. uh what a lot of times
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becomes a community. For the Sims, we
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actually had a lot of casual players
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started to turn into what we called
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collectors. They would go on the web and
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they found a lot of other people had
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made objects or characters that they
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could download into their game. And so
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they would start collecting specific
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things. You know, some people would
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actually kind of specialize their
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collections. I want to do Wild West
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stuff or Star Wars things or whatever it
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is. Other people were actually the ones
355
00:13:20,480 --> 00:13:21,920
starting to kind of build these
356
00:13:21,920 --> 00:13:23,760
collections on their websites. And at
357
00:13:23,760 --> 00:13:24,959
first they would make a few objects,
358
00:13:24,959 --> 00:13:26,560
make a website, but then other people
359
00:13:26,560 --> 00:13:27,680
would start contributing to their
360
00:13:27,680 --> 00:13:29,200
website. Some of these websites grew
361
00:13:29,200 --> 00:13:31,839
very large and even became subscription.
362
00:13:31,839 --> 00:13:33,440
People were paying money just to
363
00:13:33,440 --> 00:13:35,200
download content from that other players
364
00:13:35,200 --> 00:13:38,160
had created and the core creators that
365
00:13:38,160 --> 00:13:39,279
were doing the really cool stuff were
366
00:13:39,279 --> 00:13:40,800
the ones kind of feeding these websites.
367
00:13:40,800 --> 00:13:42,800
So there was kind of an ecology that was
368
00:13:42,800 --> 00:13:44,480
happening here over time as the player
369
00:13:44,480 --> 00:13:46,560
got more and more involved, you know,
370
00:13:46,560 --> 00:13:48,000
and they became more and more part of
371
00:13:48,000 --> 00:13:49,040
their identity. The ones that were
372
00:13:49,040 --> 00:13:49,839
actually creating this stuff for the
373
00:13:49,839 --> 00:13:51,519
sums, this was their hobby. They spent
374
00:13:51,519 --> 00:13:53,920
many hours doing this stuff and you know
375
00:13:53,920 --> 00:13:55,440
it's kind of how they saw themselves as
376
00:13:55,440 --> 00:13:57,920
a creator of stuff for this game. In a
377
00:13:57,920 --> 00:13:59,040
lot of ways it's kind of like an
378
00:13:59,040 --> 00:14:01,519
ecological pyramid and the numbers kind
379
00:14:01,519 --> 00:14:03,519
of decrease as you go up. But there's
380
00:14:03,519 --> 00:14:05,360
also a base to that pyramid that's
381
00:14:05,360 --> 00:14:07,120
supporting the upper people. The
382
00:14:07,120 --> 00:14:09,519
creators the very skilled people who are
383
00:14:09,519 --> 00:14:11,839
making cool things are supported by this
384
00:14:11,839 --> 00:14:14,480
very wide base of casual players.
385
00:14:14,480 --> 00:14:17,760
There's flow within this ecology of
386
00:14:17,760 --> 00:14:19,519
recognition. the casual players are
387
00:14:19,519 --> 00:14:20,800
saying, "Oh, that person's stuff is the
388
00:14:20,800 --> 00:14:22,560
best, or this is the coolest website."
389
00:14:22,560 --> 00:14:24,240
And that's what was fueling the people
390
00:14:24,240 --> 00:14:26,800
building these things. They just liked
391
00:14:26,800 --> 00:14:28,800
having that recognition.
392
00:14:28,800 --> 00:14:31,600
That whole thing has given rise to
393
00:14:31,600 --> 00:14:33,680
fairly large online communities around
394
00:14:33,680 --> 00:14:36,639
games. And these communities, a lot of
395
00:14:36,639 --> 00:14:38,560
times, the people involved these
396
00:14:38,560 --> 00:14:39,600
communities don't even play the game
397
00:14:39,600 --> 00:14:41,040
anymore. That's actually kind of
398
00:14:41,040 --> 00:14:42,639
interesting to me is that the people
399
00:14:42,639 --> 00:14:44,079
that were doing the Sims for instance,
400
00:14:44,079 --> 00:14:45,440
some of them were running big websites,
401
00:14:45,440 --> 00:14:46,959
creating all this stuff and they hadn't
402
00:14:46,959 --> 00:14:48,560
played the game in, you know, months or
403
00:14:48,560 --> 00:14:50,560
years, you know, but still these are
404
00:14:50,560 --> 00:14:51,839
people they knew, they had
405
00:14:51,839 --> 00:14:53,680
relationships, they had a place in this
406
00:14:53,680 --> 00:14:55,600
community, they had a recognition, they
407
00:14:55,600 --> 00:14:58,480
had uh reputation and for a lot of
408
00:14:58,480 --> 00:15:00,160
people this, you know, these games
409
00:15:00,160 --> 00:15:02,320
become kind of a hook into a social
410
00:15:02,320 --> 00:15:04,160
network of sorts or different types of
411
00:15:04,160 --> 00:15:05,519
social networks. And there are other
412
00:15:05,519 --> 00:15:06,639
games that are more competitive where
413
00:15:06,639 --> 00:15:07,839
they're actually playing, you know,
414
00:15:07,839 --> 00:15:10,160
professional sports like in these games
415
00:15:10,160 --> 00:15:11,519
and their whole leagues and things like
416
00:15:11,519 --> 00:15:14,320
that. So these games for a lot of people
417
00:15:14,320 --> 00:15:17,760
became a doorway into these communities
418
00:15:17,760 --> 00:15:19,440
which now becomes a very integral part
419
00:15:19,440 --> 00:15:21,360
of their identity, which is kind of a
420
00:15:21,360 --> 00:15:23,279
different thing than having the game
421
00:15:23,279 --> 00:15:24,560
just be focused on what the player's
422
00:15:24,560 --> 00:15:26,880
doing in the game. But now the game is
423
00:15:26,880 --> 00:15:29,040
kind of part of how they think about
424
00:15:29,040 --> 00:15:30,560
themselves and how they present
425
00:15:30,560 --> 00:15:34,279
themselves to the world.
426
00:15:39,040 --> 00:15:40,880
I've heard a lot of stories from players
427
00:15:40,880 --> 00:15:42,480
about how they've taken their game
428
00:15:42,480 --> 00:15:44,959
experiences and how it's, you know,
429
00:15:44,959 --> 00:15:47,600
changed their life. Uh for some people,
430
00:15:47,600 --> 00:15:50,240
they became storytellers. You know, they
431
00:15:50,240 --> 00:15:51,600
started making a few stories either
432
00:15:51,600 --> 00:15:55,040
machinima or whatever, uploaded it and a
433
00:15:55,040 --> 00:15:56,399
lot of people liked it and love their
434
00:15:56,399 --> 00:15:58,160
style or the stories they told and so it
435
00:15:58,160 --> 00:15:59,519
kind of really pushed them into creative
436
00:15:59,519 --> 00:16:01,759
writing or filmm. Other people I've
437
00:16:01,759 --> 00:16:02,800
talked to a lot of people actually who
438
00:16:02,800 --> 00:16:03,920
played some city went into civil
439
00:16:03,920 --> 00:16:06,160
engineering you know just because they
440
00:16:06,160 --> 00:16:07,920
enjoyed dealing with that kind of
441
00:16:07,920 --> 00:16:09,600
system. Other people that have gone into
442
00:16:09,600 --> 00:16:11,519
biology because of you know semant
443
00:16:11,519 --> 00:16:13,440
things like that. So sometimes it's
444
00:16:13,440 --> 00:16:16,079
motivational and in fact in education I
445
00:16:16,079 --> 00:16:18,800
think the fundamental issue we have in
446
00:16:18,800 --> 00:16:21,360
education isn't so much how we teach
447
00:16:21,360 --> 00:16:23,519
kids but it's how we motivate kids. If
448
00:16:23,519 --> 00:16:25,920
you can get a kid motivated in a subject
449
00:16:25,920 --> 00:16:27,440
they have plenty of resources you know
450
00:16:27,440 --> 00:16:29,600
to go learn it on their own. Uh, in
451
00:16:29,600 --> 00:16:31,199
fact, you know, I have three boys at
452
00:16:31,199 --> 00:16:32,399
home and they're learning more on
453
00:16:32,399 --> 00:16:33,519
YouTube right now than they are in
454
00:16:33,519 --> 00:16:35,600
school by far. And they're following
455
00:16:35,600 --> 00:16:36,800
their own interests. You know, once they
456
00:16:36,800 --> 00:16:38,240
get motivated, you know, my 8-year-old
457
00:16:38,240 --> 00:16:39,759
wants to learn about Minecraft and he
458
00:16:39,759 --> 00:16:41,920
finds these Minecraft videos and he can
459
00:16:41,920 --> 00:16:43,600
learn at his own pace exactly what he
460
00:16:43,600 --> 00:16:45,440
wants to learn. So, once you can get
461
00:16:45,440 --> 00:16:47,519
them motivated about something, uh, just
462
00:16:47,519 --> 00:16:50,320
get out of the way, basically. Uh, I
463
00:16:50,320 --> 00:16:53,279
think that's the key.
1
00:00:10,400 --> 00:00:12,240
One thing that game designers really
2
00:00:12,240 --> 00:00:14,799
should know is that, you know, it's
3
00:00:14,799 --> 00:00:16,560
about the player. You know, it's a
4
00:00:16,560 --> 00:00:18,240
player centered experience and the
5
00:00:18,240 --> 00:00:19,760
player is the one driving that
6
00:00:19,760 --> 00:00:20,880
experience. You know, it's the
7
00:00:20,880 --> 00:00:22,320
difference between being on a roller
8
00:00:22,320 --> 00:00:24,240
coaster and being in a car behind the
9
00:00:24,240 --> 00:00:26,800
steering wheel. Uh, now that player,
10
00:00:26,800 --> 00:00:27,840
because they're holding the steering
11
00:00:27,840 --> 00:00:29,119
wheel, they're responsible for where
12
00:00:29,119 --> 00:00:31,359
they go. they have choice, they have uh
13
00:00:31,359 --> 00:00:33,920
decisions to make and because of that
14
00:00:33,920 --> 00:00:36,880
they take ownership and that totally
15
00:00:36,880 --> 00:00:38,640
changes their relationship to whatever
16
00:00:38,640 --> 00:00:40,079
it is. You know, the fact that they were
17
00:00:40,079 --> 00:00:41,760
the ones that decided to steer left or
18
00:00:41,760 --> 00:00:43,600
right and because it went off the cliff,
19
00:00:43,600 --> 00:00:45,920
it was their fault or because they, you
20
00:00:45,920 --> 00:00:47,200
know, won the lottery, they did it
21
00:00:47,200 --> 00:00:49,039
because they picked those numbers. So, I
22
00:00:49,039 --> 00:00:51,200
think that uh that's the first and
23
00:00:51,200 --> 00:00:52,719
foremost thing is that when somebody
24
00:00:52,719 --> 00:00:54,079
feels like they're in control of a
25
00:00:54,079 --> 00:00:57,760
process, um they own it and it now has a
26
00:00:57,760 --> 00:01:00,320
fundamentally more personal connection
27
00:01:00,320 --> 00:01:02,640
to them than something that's one
28
00:01:02,640 --> 00:01:04,559
sizefits-all. Here's the ride. Get on
29
00:01:04,559 --> 00:01:08,280
it. Hope you enjoy it.
30
00:01:12,960 --> 00:01:16,000
Flow is kind of a state that the player
31
00:01:16,000 --> 00:01:19,439
can get into. And I think of it as
32
00:01:19,439 --> 00:01:20,799
basically something that's right at the
33
00:01:20,799 --> 00:01:23,280
limit of your abilities. Uh it's pushing
34
00:01:23,280 --> 00:01:25,600
you mentally, you know, but it's not too
35
00:01:25,600 --> 00:01:27,119
easy, not too hard. If it's too hard, it
36
00:01:27,119 --> 00:01:29,280
seems random. It seems arbitrary. It's
37
00:01:29,280 --> 00:01:31,439
frustrating. Uh if it's too easy, it's
38
00:01:31,439 --> 00:01:33,439
predictable. It's boring. Flow is
39
00:01:33,439 --> 00:01:34,880
putting you right on that edge of your
40
00:01:34,880 --> 00:01:37,119
abilities and really testing them. I
41
00:01:37,119 --> 00:01:38,799
used to actually race cars and there was
42
00:01:38,799 --> 00:01:40,479
kind of a rule of thumb in racing that
43
00:01:40,479 --> 00:01:41,840
if you didn't crash 10% of the time, you
44
00:01:41,840 --> 00:01:43,600
weren't trying hard enough. You need to
45
00:01:43,600 --> 00:01:45,759
design the game such that failure is
46
00:01:45,759 --> 00:01:47,119
interesting and understandable. so that
47
00:01:47,119 --> 00:01:48,960
you go back and say, "Aha, now I need to
48
00:01:48,960 --> 00:01:50,720
avoid the turtles or whatever it is in
49
00:01:50,720 --> 00:01:53,439
the game. And then you kind of build and
50
00:01:53,439 --> 00:01:55,439
grow that model, but also you're
51
00:01:55,439 --> 00:01:58,240
building your ability to problem solve
52
00:01:58,240 --> 00:02:00,560
and strategize. Every player is going to
53
00:02:00,560 --> 00:02:02,159
be different. Different abilities,
54
00:02:02,159 --> 00:02:04,719
different skill sets. Uh, in a lot of
55
00:02:04,719 --> 00:02:06,159
ways, you want to make the game such
56
00:02:06,159 --> 00:02:08,080
that the player is the one adjusting the
57
00:02:08,080 --> 00:02:09,920
difficulty. You know, they can choose to
58
00:02:09,920 --> 00:02:11,440
go a little bit further, try for this
59
00:02:11,440 --> 00:02:13,200
harder thing or stick with the easy
60
00:02:13,200 --> 00:02:14,239
stuff until they're more comfortable.
61
00:02:14,239 --> 00:02:16,000
So, in some sense, a lot of it can be
62
00:02:16,000 --> 00:02:18,480
kind of player paced. Uh, there are more
63
00:02:18,480 --> 00:02:20,319
advanced systems that are called DDA or
64
00:02:20,319 --> 00:02:22,319
dynamic difficulty adjustment where the
65
00:02:22,319 --> 00:02:23,520
computer behind the scenes is kind of
66
00:02:23,520 --> 00:02:24,720
watching what the player's doing, and if
67
00:02:24,720 --> 00:02:26,319
they're failing too much, the computer
68
00:02:26,319 --> 00:02:27,920
can actually lower the difficulty level
69
00:02:27,920 --> 00:02:29,280
or increase it, you know, if they're not
70
00:02:29,280 --> 00:02:31,120
being challenged enough. But in a lot of
71
00:02:31,120 --> 00:02:32,480
games, you know, by giving the player
72
00:02:32,480 --> 00:02:34,879
enough freedom, but also enticing them
73
00:02:34,879 --> 00:02:36,319
to try for the hard things. You know, if
74
00:02:36,319 --> 00:02:37,680
you try for this harder thing, you might
75
00:02:37,680 --> 00:02:39,440
get this bigger reward. So, at that
76
00:02:39,440 --> 00:02:40,800
point, the player can kind of choose
77
00:02:40,800 --> 00:02:42,800
their own level and put themsel in the
78
00:02:42,800 --> 00:02:45,599
flow state.
79
00:02:51,280 --> 00:02:53,280
There is a whole topic known as
80
00:02:53,280 --> 00:02:56,000
failure-based learning you know and you
81
00:02:56,000 --> 00:02:57,760
know we have this you know failure is a
82
00:02:57,760 --> 00:02:59,840
loaded term and that we think of no
83
00:02:59,840 --> 00:03:02,560
failure is bad I don't want to fail uh
84
00:03:02,560 --> 00:03:05,360
there was a great story I heard it was a
85
00:03:05,360 --> 00:03:07,200
art teacher in an art class it was
86
00:03:07,200 --> 00:03:09,440
actually a pottery class and at the
87
00:03:09,440 --> 00:03:10,959
beginning of his class the beginning of
88
00:03:10,959 --> 00:03:12,959
the year he did divided the class into
89
00:03:12,959 --> 00:03:13,840
two halves
90
00:03:13,840 --> 00:03:15,920
And the first half he said, "Okay, your
91
00:03:15,920 --> 00:03:18,000
final grade is going to be based upon
92
00:03:18,000 --> 00:03:19,519
one pot that you make. I want you to
93
00:03:19,519 --> 00:03:20,959
make the best pot you can possibly make,
94
00:03:20,959 --> 00:03:22,159
and your grade is going to be based upon
95
00:03:22,159 --> 00:03:24,080
that." The other half of the class, he
96
00:03:24,080 --> 00:03:25,599
said, "Okay, your grade is going to be
97
00:03:25,599 --> 00:03:27,120
based on how many pots you make. I don't
98
00:03:27,120 --> 00:03:28,879
care how bad they are, just the more you
99
00:03:28,879 --> 00:03:30,959
make, the better your grade." At the end
100
00:03:30,959 --> 00:03:32,400
of the year, of course, it turns out
101
00:03:32,400 --> 00:03:34,080
that the half of the class that was
102
00:03:34,080 --> 00:03:35,920
building the most pots were also
103
00:03:35,920 --> 00:03:38,080
building the best ones by far. They had
104
00:03:38,080 --> 00:03:39,760
built so many bad pots and had iterated
105
00:03:39,760 --> 00:03:42,000
so many times. They learned very rapidly
106
00:03:42,000 --> 00:03:43,760
and by the end of the class they were
107
00:03:43,760 --> 00:03:45,599
building these amazing pots. Whereas the
108
00:03:45,599 --> 00:03:46,959
other half that was spending all their
109
00:03:46,959 --> 00:03:48,239
time thinking about the one pot that
110
00:03:48,239 --> 00:03:50,080
they were going to build you know never
111
00:03:50,080 --> 00:03:52,480
got anywhere. So it was the failure that
112
00:03:52,480 --> 00:03:54,159
accelerated their learning on the other
113
00:03:54,159 --> 00:03:56,799
half. You know when players play games
114
00:03:56,799 --> 00:04:01,040
again they are failing most of the time.
115
00:04:01,040 --> 00:04:02,720
And again, if you can make that
116
00:04:02,720 --> 00:04:05,280
understandable, humorous, enjoyable in
117
00:04:05,280 --> 00:04:08,000
some way,
118
00:04:08,000 --> 00:04:10,080
then that can be an enjoyable process,
119
00:04:10,080 --> 00:04:11,840
especially when you get past that first
120
00:04:11,840 --> 00:04:14,400
failure to the next level.
121
00:04:14,400 --> 00:04:18,280
pass it on.
122
00:04:27,919 --> 00:04:30,479
So, as a designer, we're constructing
123
00:04:30,479 --> 00:04:32,720
this middle model in the player, and
124
00:04:32,720 --> 00:04:35,280
it's important that we ramp that model
125
00:04:35,280 --> 00:04:37,919
up smoothly and gradually for the
126
00:04:37,919 --> 00:04:39,840
player. You don't want to pile all this
127
00:04:39,840 --> 00:04:40,960
complexity on them right at the
128
00:04:40,960 --> 00:04:42,000
beginning of the game. It's
129
00:04:42,000 --> 00:04:43,759
overwhelming. to actually present them a
130
00:04:43,759 --> 00:04:45,440
simpler model. They can start building
131
00:04:45,440 --> 00:04:48,160
from that simple model layers and layers
132
00:04:48,160 --> 00:04:50,400
of complexity onto it in their head as
133
00:04:50,400 --> 00:04:51,600
they encounter more and more things in
134
00:04:51,600 --> 00:04:53,600
the game either through you know more
135
00:04:53,600 --> 00:04:56,960
elaborate uh world items, monsters,
136
00:04:56,960 --> 00:05:00,080
opponents, abilities, tools, whatever.
137
00:05:00,080 --> 00:05:02,320
So the designer in some sense is
138
00:05:02,320 --> 00:05:04,080
responsible for ramping that model in
139
00:05:04,080 --> 00:05:06,800
the player's head. Now, when you're
140
00:05:06,800 --> 00:05:08,400
playing an interactive experience,
141
00:05:08,400 --> 00:05:09,600
you're actually going through this set
142
00:05:09,600 --> 00:05:12,960
of kind of nested loops of success and
143
00:05:12,960 --> 00:05:14,639
failure. When you first start playing
144
00:05:14,639 --> 00:05:16,320
Mario, you start mashing the buttons and
145
00:05:16,320 --> 00:05:17,680
you find out that that button makes him
146
00:05:17,680 --> 00:05:19,680
jump. This control makes him move, you
147
00:05:19,680 --> 00:05:22,479
know, side to side. Uh, about 10 seconds
148
00:05:22,479 --> 00:05:23,759
for you to kind of figure that out. So,
149
00:05:23,759 --> 00:05:25,199
there's a kind of 10 seconds I don't
150
00:05:25,199 --> 00:05:26,960
know how to control Mario. Then, I
151
00:05:26,960 --> 00:05:28,240
succeed and finally know how to control
152
00:05:28,240 --> 00:05:30,000
him, which brings me kind of the next
153
00:05:30,000 --> 00:05:31,440
level of interaction, which is maybe a
154
00:05:31,440 --> 00:05:32,960
more a minute. I start encountering
155
00:05:32,960 --> 00:05:34,400
objects in the world. Is that good? Is
156
00:05:34,400 --> 00:05:36,720
that bad? I learned from that. And then
157
00:05:36,720 --> 00:05:38,400
you go from kind of the very tactical,
158
00:05:38,400 --> 00:05:41,039
very granular to longer and longer loops
159
00:05:41,039 --> 00:05:43,520
of success and failure. Now, at every
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level, you're probably going to
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encounter failure. And the failure
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actually is something that uh most
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people are spending most of their time
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in a game failing really uh at different
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ways in different loops here. And it's
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not that you don't want the player to
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encounter failure, but you want them to
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understand the failure and build a model
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around that failure so that next time
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they will succeed. That's part of the
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motivation is now I understand that
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that's good and that's bad. Next time I
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will not get stuck by that. Let me uh
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show you an example of that on the
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whiteboard here
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in a game like the Sims. You know,
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basically you have little characters
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that you're controlling here and uh
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initially you need to understand first
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of all just how to make them move and
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walk around and interact with things,
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you know. So in some sense that's kind
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of like the very first game loop we're
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dealing with here. Um on one side of
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that you know is failure
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and you know this is me not being able
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to control my character and once I learn
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how to make them walk around interact
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with things you know then I've succeeded
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and uh this is you know it's called
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interaction loop you know after that you
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know I start dealing with they have
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these little needs they get hungry they
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get tired they want social they want
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entertainment and those things fail so
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right off the bat you know they're
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sitting there and they're crashing on
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energy, they're bored, they're basically
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unhappy. And so the next level loop I
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really have to kind of do is figure out
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how to bring their happiness up. So
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that's kind of like the happy loop. And
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that's a little bit longer time scale.
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You know, that takes several minutes
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within the Sims. And again, you know,
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there's kind of a success side to that
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and a failure side to that loop. Now,
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there also things, you know, within
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these loops and we kind of keep going.
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You know, the next one might be
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economic. at some point they want to
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start improving their house, getting a
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job, getting skills, you know, so let's
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call that jobs, you know, and that's an
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even longer loop here. Uh, but a lot of
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games like the Sims or creative games,
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you know, also involve uh basically
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orthogonal creativity, you know, so in
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addition to playing the game, in
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addition to kind of dealing with all
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these game loops, um, I'm doing just
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weird stuff like telling a story with
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this or trying to replicate my family or
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just exploring, seeing, I wonder if my
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Sim can do that. And so there are
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probably, you know, other loops that are
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uh in a different dimension really than
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this, kind of more like there that don't
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have a lot to do with me succeeding on
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the overall game success curve, but have
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more to do with the player exploring
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their own creativity, their own
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expressiveness. And some players, you
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know, get totally invested in this uh
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and eventually start ignoring that, you
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know, but most games have some version
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of these different loops, you know, and
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it might be uh learn to shoot, then
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learn to unlock the door, then learn to
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defeat the evil boss at the end. You
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know, this is pretty much, you know, the
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same graph of the player building up
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this mental model. So the players, you
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know, model, the player is up here
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controlling this game and, you know, in
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their head, you know, they're basically
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building this mental model, you know,
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kind of one layer at a time
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of your game. And those layers of that
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model are very much aligned to these
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interaction layers.
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as players are going through these loops
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and slowly building this model, you
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know, uh, you know, again, really it's
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that most of what they're going to
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experience is failure again and again
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and again, which doesn't sound very fun,
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but it's the game designer's job to
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present that in a way that it's
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entertaining and informative and that
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it's not frustrating. Uh, I don't want
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to be failing on, you know, exactly the
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same thing over and over and over,
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especially when I know why I'm failing.
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uh some games, you know, some platform
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games, you have to time it exactly right
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and it's really hard and those kind of
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get very frustrating, you know, when you
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know that you have to acquire the skill
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and you can't quite acquire it. So,
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you're not failing uh because you don't
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know what you need to do. It's just that
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it's so hard for you to kind of get into
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that skill set, that sweet spot for some
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people, it becomes frustrating. So, when
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somebody fails in a game, you want it to
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be understandable. You want to be
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something that they can overcome once
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they understand it. Uh also again humor
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you know can be a great tool uh to
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alleviate the frustration. You know when
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somebody fails in a certain very basic
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thing in the game. Uh sometimes you want
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to actually have a variety of failure
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states that become humorous. So at least
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when they're failing again and again and
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again um it's not exactly the same
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repetition over and over. You know you
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might just have different animations for
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the same failure. Uh but again humor I
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think can be a great tool here. But um
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if presented right, you know, players
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get very motivated when they understand
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why they failed to then go back and do
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it again.
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The kind of games I tend to make uh tend
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to be more system level games and you
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know they frequently like you know Sim
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City or the Sims involve you
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constructing something that you know
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gets more and more elaborate over time.
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uh as you achieve success and your city
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grows or your Sims, you know, get more
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stuff in their house, uh you're adding
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more complexity to their world, uh you
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know, in the Sims, there's kind of this
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promise that, oh, you buy this crap for
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your Sims and it'll make them happy. Get
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them a big screen TV here or better bed
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there. But in some sense, as you acquire
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more and more of these items, they
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become time bombs. Each one of these
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things has a failure state or some
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maintenance requirement or whatever. So,
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as you fill your house with all this
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junk, what you're really doing is these
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things are potential time syncs down the
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road which add complexity to their world
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and make it much more difficult to play
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the game. Same in Sim City, you know,
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first you're just, you know, zoning a
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few little plots of land and building a
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few roads and you see a few things pop
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up and pretty soon they need power.
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Okay, you give them power. Now they need
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water. Now they want a school. Now they
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want a hospital. Now, you know, and so
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as they make progress in the game and
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the system is growing, the complexity is
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growing as well. And so it's a very
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natural smooth ramp in complexity. It's
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not like, okay, you finished level one,
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now here's level two where we're adding
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two more rules. It's, you know, very
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smoothly based upon and in some sense
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the player's asking for it. You know, as
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the player, you know, gets their city to
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that size, of course, they need a
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hospital now. So it totally fits in. It
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doesn't feel arbitrary either. It kind
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of feels natural in that way.
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It's not just how much difficulty is in
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the path, but also how many paths are
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there. You know, I think that the really
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interesting games are ones that allow
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different paths towards some kind of
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success. And in particular, the kind of
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games I do don't even make success that
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explicit. You know, in the Sims, you can
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decide you want them to have a good job
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or want them to be happy. Same in Sim
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City, you can want, you know, the
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biggest city you can build or the
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happiest residence or least crime. So in
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some sense, the player is choosing the
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goal state. Now, each one of these goal
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states is going to have kind of a
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different path of difficulty. And so for
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me, it's more about there's a landscape
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here of paths that the player can take.
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And each one has different peaks, but
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none of these have a cliff where you hit
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the cliff and all a sudden, you know,
364
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now it's really hard to get up. You
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know, they all have kind of different
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moderations of slope up those
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achievement peaks. And that's something
368
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that, you know, again, it's really hard.
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It's an emergent property. So, it's very
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hard to just say, "Okay, here's how we
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code that." Uh, a lot of times players
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will find exploits around it or it'll
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turn out that, you know, again, pressing
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the red button is not that obvious. So,
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this is again something we actually will
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capture metrics on. We will actually
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have a lot of people as we start getting
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more and more testers, we're capturing
379
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metrics. How long is somebody spinning
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in that stage or this stage? How many
381
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people are failing on this point or that
382
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point? And so, that's stuff that you all
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want to make fairly parametric that you
384
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can adjust fairly granularly in testing.
385
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Rewards in the game can come in many
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forms. Uh, you know, there's just the
387
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advancement, how far did I get in the
388
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game? Or there's special abilities that
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you might gain that now allow you to
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achieve things you could not achieve
391
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before. Uh, I think sometimes rewards
392
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are a little uh overly relied upon. You
393
00:13:43,279 --> 00:13:44,320
know, when you have power-ups and stuff
394
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in a game, it's just it gets, you know,
395
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wrote, boring, a little too obvious. I
396
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think a lot of the really interesting
397
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player rewards are things that they
398
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think they came up with themselves or
399
00:13:52,800 --> 00:13:54,800
they discovered this thing in the game.
400
00:13:54,800 --> 00:13:56,720
Uh and I think discovery is a huge part
401
00:13:56,720 --> 00:13:58,800
of this is that if you leave areas of
402
00:13:58,800 --> 00:14:01,279
the game uh that are maybe closed off to
403
00:14:01,279 --> 00:14:03,440
the player, but at some point you just
404
00:14:03,440 --> 00:14:05,040
open one of these little gates and let
405
00:14:05,040 --> 00:14:06,320
them see that hey, there's a lot of
406
00:14:06,320 --> 00:14:08,240
stuff hidden in here if you look a
407
00:14:08,240 --> 00:14:09,440
little bit deeper or try a little bit
408
00:14:09,440 --> 00:14:12,720
harder. And players love that. you see
409
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things, you know, people playing Grand
410
00:14:14,320 --> 00:14:15,839
Theft Auto or whatever, and they manage
411
00:14:15,839 --> 00:14:17,440
to get on top of places they weren't
412
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supposed to be able to or do things,
413
00:14:18,880 --> 00:14:21,199
exploits. Uh then of course they they
414
00:14:21,199 --> 00:14:22,560
make a movie of it and it becomes kind
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of a machinimo of sorts. I remember back
416
00:14:24,480 --> 00:14:27,199
in Sim City 2000, which was a very old
417
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game, uh, we had, you know, of course,
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landscape, terrain, rivers, you know,
419
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uh, but we' actually programmed in that,
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you know, once in a very very seldom
421
00:14:36,800 --> 00:14:38,000
while, like if you were playing the game
422
00:14:38,000 --> 00:14:40,079
for 100 hours, it might happen for, you
423
00:14:40,079 --> 00:14:42,240
know, a few seconds in 100 hours. We
424
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actually had this little monster appear
425
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in the water, pop his head out. And
426
00:14:46,320 --> 00:14:47,760
there was a kind of rumors amongst the
427
00:14:47,760 --> 00:14:49,199
players that I think I saw a monster in
428
00:14:49,199 --> 00:14:50,639
the water and no, no, no, I've never
429
00:14:50,639 --> 00:14:52,800
seen that. Somebody once eventually got
430
00:14:52,800 --> 00:14:55,040
a screenshot of it. It was like this
431
00:14:55,040 --> 00:14:56,959
very hard to achieve reward just kind of
432
00:14:56,959 --> 00:14:58,240
capturing a screenshot of this one
433
00:14:58,240 --> 00:14:59,279
little thing and it didn't help them in
434
00:14:59,279 --> 00:15:01,040
the game at all. But they were so
435
00:15:01,040 --> 00:15:03,519
motivated to do this and capture it that
436
00:15:03,519 --> 00:15:05,360
um it became actually a lot of players
437
00:15:05,360 --> 00:15:06,639
were trying to discover and take a
438
00:15:06,639 --> 00:15:10,360
picture of Loch Ness Monster.
439
00:15:12,959 --> 00:15:15,279
Rewards are just a mechanism in a game
440
00:15:15,279 --> 00:15:16,959
that you put in there, you know, maybe
441
00:15:16,959 --> 00:15:18,320
to help guide a player in a certain
442
00:15:18,320 --> 00:15:22,079
direction or achieve certain levels.
443
00:15:22,079 --> 00:15:24,480
But the incentive in a game really is
444
00:15:24,480 --> 00:15:26,240
coming from the process of the player
445
00:15:26,240 --> 00:15:27,839
playing that game, whatever that is, you
446
00:15:27,839 --> 00:15:30,000
know, and I think that's something
447
00:15:30,000 --> 00:15:31,600
that's coming internally from the
448
00:15:31,600 --> 00:15:33,519
player, not externally from the game
449
00:15:33,519 --> 00:15:35,440
designer, but the process that they're
450
00:15:35,440 --> 00:15:36,320
going through. And it might be a
451
00:15:36,320 --> 00:15:37,600
creative process. It might be a
452
00:15:37,600 --> 00:15:39,600
skill-based process. It might be a
453
00:15:39,600 --> 00:15:41,760
social, you know, kind of challenging
454
00:15:41,760 --> 00:15:43,120
process. That's something that the
455
00:15:43,120 --> 00:15:47,120
player um kind of innately has a desire
456
00:15:47,120 --> 00:15:50,240
to achieve. And that's a much much
457
00:15:50,240 --> 00:15:51,839
broader thing. And it's a much deeper
458
00:15:51,839 --> 00:15:53,279
thing, too. You know, I think that's why
459
00:15:53,279 --> 00:15:54,639
people really will get really hooked on
460
00:15:54,639 --> 00:15:56,639
a game is their own internal incentive.
461
00:15:56,639 --> 00:15:58,399
You know, I want to get to level 30 in
462
00:15:58,399 --> 00:16:00,480
Warcraft or this or that. They come up
463
00:16:00,480 --> 00:16:02,800
with their own goals really for that. uh
464
00:16:02,800 --> 00:16:04,240
rewards in a game are really like these
465
00:16:04,240 --> 00:16:05,839
little mechanisms the you know game
466
00:16:05,839 --> 00:16:07,600
designer puts in there to kind of
467
00:16:07,600 --> 00:16:09,440
moderate the game play. So I'd say
468
00:16:09,440 --> 00:16:12,000
they're very very different things and
469
00:16:12,000 --> 00:16:14,320
the player incentive is really the much
470
00:16:14,320 --> 00:16:17,199
more important one.
1
00:00:12,160 --> 00:00:13,759
As a designer, you're putting a player
2
00:00:13,759 --> 00:00:16,240
into this world of yours. And through
3
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their interactions and freedom and
4
00:00:18,720 --> 00:00:21,119
agency that you give them in your world,
5
00:00:21,119 --> 00:00:22,480
you're actually kind of developing a
6
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language with the player. The players
7
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are basically learning this language and
8
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playing the game. And it's the designer
9
00:00:28,800 --> 00:00:30,560
that's creating the world that is
10
00:00:30,560 --> 00:00:33,120
defined by that language.
11
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There's kind of an interesting aspect to
12
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games which is and this really this idea
13
00:00:37,840 --> 00:00:39,680
was way before computer games of the
14
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magic circle. And this is the idea
15
00:00:42,239 --> 00:00:44,079
especially in social games that you
16
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have, you know, kids come together and
17
00:00:45,280 --> 00:00:46,079
they decide they're going to play
18
00:00:46,079 --> 00:00:48,879
whatever hopscotch. And the players of
19
00:00:48,879 --> 00:00:51,120
the game are basically now within this
20
00:00:51,120 --> 00:00:52,719
thing we call the magic circle. they are
21
00:00:52,719 --> 00:00:54,559
bound by the rules of that game. Other
22
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people might be outside observing
23
00:00:56,399 --> 00:00:57,920
watching the game and they're not in
24
00:00:57,920 --> 00:00:59,840
that circle. In some sense, you're kind
25
00:00:59,840 --> 00:01:02,480
of building a temporary community with
26
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the players within that game and they're
27
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all basically bound by the game rules
28
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and living in that world together. Uh
29
00:01:08,479 --> 00:01:10,159
this is in some sense one of the
30
00:01:10,159 --> 00:01:12,640
fundamental parts of game language. You
31
00:01:12,640 --> 00:01:14,240
know, are you playing or not? You know,
32
00:01:14,240 --> 00:01:18,360
who's playing in that game right now?
33
00:01:22,720 --> 00:01:24,799
as a language within games. You know, I
34
00:01:24,799 --> 00:01:28,400
think that we do have the same types of
35
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grammar that real language has. In the
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world, things are basically kind of
37
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nouns, verbs, and adjectives. Uh I might
38
00:01:34,880 --> 00:01:36,640
go out the door and see this dog barking
39
00:01:36,640 --> 00:01:38,560
at me. The dog, you know, is basically
40
00:01:38,560 --> 00:01:40,960
the noun. It's the thing. The verb, you
41
00:01:40,960 --> 00:01:41,920
know, might be bite. You know, I'm
42
00:01:41,920 --> 00:01:43,040
afraid he's going to bite me. You know,
43
00:01:43,040 --> 00:01:44,880
adjective is mad. He's a mad dog. He's,
44
00:01:44,880 --> 00:01:47,040
you know, barking at me. based upon that
45
00:01:47,040 --> 00:01:49,600
you know I will you know decide me run
46
00:01:49,600 --> 00:01:51,520
fast away from the dog whatever but you
47
00:01:51,520 --> 00:01:53,119
can come almost interpret everything in
48
00:01:53,119 --> 00:01:54,479
the world according to these you know
49
00:01:54,479 --> 00:01:56,320
parts of speech in a game players will
50
00:01:56,320 --> 00:01:57,600
encounter the same thing you know what
51
00:01:57,600 --> 00:01:59,920
is that what can it do what is my agency
52
00:01:59,920 --> 00:02:02,240
allow me to do against it and so that's
53
00:02:02,240 --> 00:02:03,759
the kind of language that the players
54
00:02:03,759 --> 00:02:05,360
need to kind of learn in your game very
55
00:02:05,360 --> 00:02:06,960
rapidly and feel very comfortable and
56
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almost transparent in learning that when
57
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you're designing you know what the
58
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language of your game is the nouns verbs
59
00:02:13,120 --> 00:02:15,360
adjectives uh of course it depends
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entirely early on kind of the setting in
61
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which you're placing a player into. Uh
62
00:02:19,280 --> 00:02:20,720
you can kind of describe a setting or
63
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show a player a screen and kind of tell
64
00:02:22,319 --> 00:02:23,520
them, you know, what would you imagine
65
00:02:23,520 --> 00:02:24,720
wanting to do here? You know, I think
66
00:02:24,720 --> 00:02:26,160
that's a good starting point. As a
67
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player, what are the things I think I
68
00:02:27,680 --> 00:02:29,360
should be able to do? What things occur
69
00:02:29,360 --> 00:02:31,520
to me, you know, right off the bat? And,
70
00:02:31,520 --> 00:02:32,879
you know, you can actually just talk to
71
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people and show them, you know, kind of
72
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the setting and and see what they say.
73
00:02:36,080 --> 00:02:37,360
See what, you know, the most common
74
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answers are as they move through your
75
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space, however that space is kind of
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00:02:41,680 --> 00:02:43,920
displayed. Um things will occur to them.
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00:02:43,920 --> 00:02:45,280
Oh, I wish I could do that. Can I move
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00:02:45,280 --> 00:02:47,840
this? Can I pick that up? Uh, can I put
79
00:02:47,840 --> 00:02:50,080
something there? You know, and so for a
80
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lot of people, it's just going to be,
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00:02:51,040 --> 00:02:52,319
you know, once they kind of immerse
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00:02:52,319 --> 00:02:54,319
themselves in this little world, they're
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going to be a set of things that they
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would like to try. And if you give them
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a goal state, say, okay, you know, try
86
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to do this, it's going to be much more
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00:02:59,680 --> 00:03:01,280
specific. Oh, okay. Well, in that case,
88
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can I move? Can I open that door? Do I
89
00:03:03,040 --> 00:03:04,959
need a key? That's where you're going to
90
00:03:04,959 --> 00:03:06,879
start deciding, okay, how much freedom,
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00:03:06,879 --> 00:03:08,239
you know, or agency does the player have
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00:03:08,239 --> 00:03:10,319
in this world? Uh, what are the things
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00:03:10,319 --> 00:03:11,840
which are you going to manipulate? And
94
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what kind of interface are we going to
95
00:03:13,040 --> 00:03:14,560
basically give the player so they do
96
00:03:14,560 --> 00:03:16,959
that very naturally and you know you
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00:03:16,959 --> 00:03:18,640
also need to present these things in the
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00:03:18,640 --> 00:03:20,720
world you know such that it's fairly
99
00:03:20,720 --> 00:03:22,480
obvious that these are nouns they're you
100
00:03:22,480 --> 00:03:24,400
can manipulate or part of the game world
101
00:03:24,400 --> 00:03:27,280
you know part of the game actions and I
102
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think that you're informing the player
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about these things in a lot of different
104
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ways sometimes it's just the art style
105
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these things stand out a little bit
106
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against the background and so they're
107
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important a lot of times you'll have
108
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like the background trees and landscape
109
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is a little more muted whereas the
110
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foreground ground things like maybe
111
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tanks and jeeps are more uh saturated in
112
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color. So it could just be artistic. It
113
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could be the way you highlight these
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things, you know, the way they animate,
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you know. So in some sense, you're kind
116
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of informing what are the important, you
117
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know, nouns in a scene by the visuals.
118
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And the verbs, you know, are going to be
119
00:03:58,319 --> 00:03:59,760
very dependent upon the interface and
120
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the point of view of the game, whether
121
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it's first person, third person,
122
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whatever. Um, for instance, you know, I
123
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show somebody a terrain and say, okay,
124
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you're going to build a city here, you
125
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know, and ask them what's the very first
126
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thing that would occur to you. People
127
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might say, you know, I don't know, roads
128
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or houses or whatever it is, but they'll
129
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start telling you, you know, verbs that
130
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they would, you know, expect to play
131
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with in this playset. Uh, if it's a
132
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first-person game, you know, and they're
133
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trying to escape something, they're
134
00:04:22,079 --> 00:04:23,360
going to be looking, you know, for
135
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doors, keys, you know, a whole set of
136
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things will occur to them and a whole
137
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set of verbs will occur to them, you
138
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know, and at some point you're going to
139
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start developing this language, you
140
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know, verbs, nouns, and adjectives.
141
00:04:39,840 --> 00:04:42,720
Also part of the language uh metaphors
142
00:04:42,720 --> 00:04:46,080
are very very useful uh as a tool for
143
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designers so the player can come in and
144
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have at least some grounding for what
145
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kind of a system they're dealing with
146
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you know and even if it's not direct uh
147
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it can be an indirect metaphor command
148
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and conquer which is one of the old
149
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games I used to play a lot basically me
150
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and my friend used to play with our
151
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little model tanks and make up rules and
152
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have these whole little battles with our
153
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little toy tanks and it It was basically
154
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Command and Conquer brought to life.
155
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Game like Quake or Doom or one of these
156
00:05:09,120 --> 00:05:10,479
first prison shooters. It's kind of like
157
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kids running around playing Cowboys and
158
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Indians. It's the same basic activity
159
00:05:13,520 --> 00:05:14,639
and you know when you get in there, oh
160
00:05:14,639 --> 00:05:16,560
yeah, this feels just like that.
161
00:05:16,560 --> 00:05:17,919
The Sims I used to refer to as
162
00:05:17,919 --> 00:05:19,360
dollhouse.
163
00:05:19,360 --> 00:05:20,479
Really? That's the metaphor for the
164
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Sims. When you see the Sims, okay, it's
165
00:05:21,919 --> 00:05:23,600
a little house with little characters
166
00:05:23,600 --> 00:05:25,280
and it pretty much is like kind of an
167
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animated brought to life dollhouse. When
168
00:05:28,080 --> 00:05:31,199
I was building Sim City, I really kind
169
00:05:31,199 --> 00:05:33,360
of felt like in some sense it was a
170
00:05:33,360 --> 00:05:36,479
digital train set. You know, people
171
00:05:36,479 --> 00:05:37,680
these model train sets, these little
172
00:05:37,680 --> 00:05:39,440
recreate little towns. And I had a
173
00:05:39,440 --> 00:05:40,720
little train set, several train sets
174
00:05:40,720 --> 00:05:43,520
when I was a kid. And I wanted Sim City
175
00:05:43,520 --> 00:05:45,199
to kind of have that feel of crafting
176
00:05:45,199 --> 00:05:47,759
this little world that came to life,
177
00:05:47,759 --> 00:05:50,479
this little automa. But I designed it. I
178
00:05:50,479 --> 00:05:52,080
built it. It had dynamics and it could,
179
00:05:52,080 --> 00:05:55,039
you know, live or grow or die. Uh but
180
00:05:55,039 --> 00:05:57,759
for me that that metaphor of the train
181
00:05:57,759 --> 00:06:00,400
set was kind of like a guiding principle
182
00:06:00,400 --> 00:06:02,880
you know for Sim City and even when it
183
00:06:02,880 --> 00:06:04,240
came to how we visualize it and how we
184
00:06:04,240 --> 00:06:05,759
the graphics look we try to kind of make
185
00:06:05,759 --> 00:06:07,440
it look like a little train set. I
186
00:06:07,440 --> 00:06:09,520
reference a lot these kind of childhood
187
00:06:09,520 --> 00:06:10,960
experiences you know whether it's you
188
00:06:10,960 --> 00:06:12,720
know cowboys and Indians or playing with
189
00:06:12,720 --> 00:06:16,240
model trains. Uh these aren't things
190
00:06:16,240 --> 00:06:18,080
that you know were invented during my
191
00:06:18,080 --> 00:06:19,919
childhood. These are actually you know
192
00:06:19,919 --> 00:06:21,280
activities that were probably around for
193
00:06:21,280 --> 00:06:23,120
hundreds if not thousands of years.
194
00:06:23,120 --> 00:06:24,720
people were building, you know, small
195
00:06:24,720 --> 00:06:27,919
recreations of real spaces or playing
196
00:06:27,919 --> 00:06:29,919
games where they ran around and, you
197
00:06:29,919 --> 00:06:32,400
know, played tag or whatever. Uh, these
198
00:06:32,400 --> 00:06:34,960
are kind of basic aspects of play. A lot
199
00:06:34,960 --> 00:06:36,639
of these dynamics and activities and
200
00:06:36,639 --> 00:06:38,160
thought processes that people are doing
201
00:06:38,160 --> 00:06:40,880
in digital entertainment, digital games
202
00:06:40,880 --> 00:06:42,240
are things that they've done before in
203
00:06:42,240 --> 00:06:44,319
other formats, you know, before they had
204
00:06:44,319 --> 00:06:46,080
computers and all that stuff. I'm
205
00:06:46,080 --> 00:06:48,800
certainly not advocating that every idea
206
00:06:48,800 --> 00:06:50,400
that you come up with, you know, has to
207
00:06:50,400 --> 00:06:52,880
be have some precedent, you know, either
208
00:06:52,880 --> 00:06:55,199
in your childhood or in history or
209
00:06:55,199 --> 00:06:58,080
gaming in general. Uh in fact I'm sure
210
00:06:58,080 --> 00:06:59,599
there are a lot of very cool unique
211
00:06:59,599 --> 00:07:02,000
experiences that you know are totally
212
00:07:02,000 --> 00:07:04,800
unique to this medium that we are have
213
00:07:04,800 --> 00:07:07,360
yet to discover.
1
00:00:10,880 --> 00:00:13,120
As you start to refine your prototypes,
2
00:00:13,120 --> 00:00:14,559
you'll reach a stage where you need to
3
00:00:14,559 --> 00:00:16,960
define an aesthetic. The visual
4
00:00:16,960 --> 00:00:18,560
aesthetic is going to add a whole new
5
00:00:18,560 --> 00:00:21,279
layer of meaning and depth to your game.
6
00:00:21,279 --> 00:00:23,279
This is one of your primary ways of
7
00:00:23,279 --> 00:00:26,000
communicating to the player. Finding
8
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your own style is up to you as the
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designer.
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I would tend to
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approach, you know, finding, discovering
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an art style, I think, very much in the
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same way that I would approach, you
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know, game concept research. uh
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basically go out and look, you know,
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there are a million, you know,
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references out there uh not just games
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obviously, you know, back in historical
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fine art or in whatever. You can just
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imagine all these different areas to
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grab visual inspiration from. You know,
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we got a huge amount of material
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inspiration from those comic book covers
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from the ' 40s. And that was a really
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rich body of work, you know, that had a
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very cohesive style and feel to it.
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uh you know sometimes it'll be something
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that you find like that um that you kind
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of reference and say we want to kind of
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feel like that. Uh other times it might
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be something kind of up and coming. It's
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funny how even you know nowadays I see
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kids playing these retro games or they
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play Minecraft you know which is
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incredibly you know basic visuals but
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you know like Lego it has become a style
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to them. you go and look at these Lego
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movies which are great, you know, and
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it's amazing that they make these
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amazingly entertaining, very visually
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rich movies, you know, out of a Lego
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world, you know, rendered, of course,
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animated, you know, much more
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differently you can do with real Legos,
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but yet uh as a style, it's um it's
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delightful. So, I think that there are a
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lot of things that may not obviously
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right off the bat feel like, oh, that's
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a good visual style, but uh if you think
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about certain things a little more
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deeply to the next level, you know, how
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could that be a style? You know, what
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would it look like? How would it
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animate? Uh you might discover regions
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that are very unique. I kind of like the
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games that I work on to have almost a
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toy- like feel to them. you know, like
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bringing up a little bit more saturation
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on the colors. Uh maybe things being a
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little bit more abstracted,
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feeling a little more again, you know,
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kind of model train like uh to me that
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kind of makes it feel more playful and
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approachable. Uh one of the things I
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really enjoy looking at is things like
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tilt shift photography, you know, where
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they're actually taking pictures of the
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real world and now making it look like a
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model by changing the depth of field
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and, you know, saturation and a few
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other things. It's funny how you can
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take one of those photos, the original
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photo, and it's of some downtown area,
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do tilt shift version of it, and now it
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looks like something that I want to
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touch and grab and play with and
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manipulate. Instantly, I have this
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instinct to go in and start imagining
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things that I would want to do with it.
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In some sense, it's an invitation to
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agency. You know, it's saying, "This is
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a toy. This is a model. It's here for
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you to manipulate, play with, go at it."
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you know, so I think in a subtle way to
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me by making it feel a little more
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toy-like or modellike, um, you're kind
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of getting the player into that mindset
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that this is something for you to
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interact with, not something for you to
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just sit back and look at.
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One of the things I did on Spore that I
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really enjoyed, uh, and this is in the
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fairly early stages, is I went back and
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I was collecting, just downloading
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hundreds of these images that were
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appearing on the Pope comic books back
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in the 50s and 40s, and these are like
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science fiction stories or, you know,
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whatever. And it was always like, you
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know, some weird tentacled alien holding
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a blonde who's passed out and spaceship
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in the background. the things in those
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images, not just the way they were
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rendered, but even just the items. You
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know, there was usually some kind of
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alien, some kind of spacecraft, some
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alien planet, some muscle clad
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astronaut. But I loved looking at just
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the style of those comic book covers,
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you know, in fact, we printed them all
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out, put them all over the office, and
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it kind of became a guiding principle
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for the entire game, and it gave it a
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consistency, and almost, you know, I
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don't even think it would be nostalgic
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for any kid playing this. They probably
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didn't even see those covers, but yet
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there was almost a whimsy to it that it
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brought into the game at a very subtle
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level.
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The visual style within my games, you
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know, initially it was on these 8bit
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computers and, you know, we were
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counting how many pixels we had, how
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many colors and it was really severely
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limited. Over time, you know, those
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limitations eased up more and more until
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at some point we were getting high
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powered graphics card with pixel shaders
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and whatnot. Uh, in which case, you
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know, we got to the point where we could
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achieve pretty high levels of realism,
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which I didn't really feel like I
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needed. But on the other hand, we were
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able to use these things in ways that
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were kind of unexpected. Like for
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instance, in Spora,
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one of our programmers uh discovered
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that um I think it was Kate Compton that
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she could use the pixel shaders in the
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graphics card to actually simulate
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turbulence on a gas giant and she was
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getting like these beautiful turbulence
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patterns and it's just very simple
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manipulations of the UV coordinates
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within the graphics card. So I think
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that those kind of opportunities, you
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know, things that we never would have,
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you know, if we had to just do that from
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scratch, calculate it all out, uh we
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never would have done it. uh but also
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you know things more like getting the
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player more involved and more creative.
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So the fact that we could do procedural
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animation in Spore was really a result
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of the horsepower and the programming uh
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and it reflected itself in the fact that
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you know the graphics looked in the
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style but the really important part was
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the player created it you know and you
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know at that point it doesn't even
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really matter so much what style it is
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if the player created it it's a whole
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different ballgame and so I think I've
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been uh on the art side you know kind of
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more in the direction of what can we do
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to have the player more responsible more
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creative more uh involved olved in these
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assets, you know, in a way that where
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it's natural and fun.
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Well, I've actually had uh the luck and
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privilege to work with really great art
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directors, you know, and generally for
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me, it's more been a matter of their
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vision bringing really good alternatives
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to me, you know, so I usually have two
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or three really good alternatives to
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choose from. And I don't feel like I can
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really take the responsibility for the
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quality of how that ended up because I
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really think it was my art director
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that, you know, had a lot more to do
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with it than I did. Uh, but in general,
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you know, when confronted with
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alternatives, you know, I would tend to
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say, okay, which one of these feels more
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playful to me? Which one of these feels
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like something I would want to go in and
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pick up and grab and manipulate? That's
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the way I would just kind of view it as
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a designer. When we started working on
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the very early levels of the spore, the
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very first level is microscopic, a
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little creature swimming around in a
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drop of water. My art director I worked
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with for many years, Ocean Quigley,
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Ocean and I both as kids had
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microscopes. You know, I still have a
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microscope and we started thinking,
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okay, what would this look like under a
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microscope, under a slide? And Ocean
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would actually kind of prototype that.
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And there's this thing when you have the
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old microscopes that, you know, as you
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move the focus lever just a little bit,
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you know, things here were now going out
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of focus and things deeper were going
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into focus. You're actually manipulating
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the Z plane where the focus was set. And
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so you were actually able to move in
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that third dimension, you know, through
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a drop of water or whatever it was. And
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uh we both thought about that. And the
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notion went back and found a way to
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render it such that he could take any of
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the planes and focus or defocus it at,
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you know, at his whim. And we could have
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several of these in a row. So you could
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have, you know, layers of this that were
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out of focus, but only one layer that
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was really in focus. That actually kind
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of brought up the idea that, okay, maybe
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as you're playing this cellular game
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that you're actually getting larger and
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larger, in which case you'd be moving
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from one plane to the next. So as your
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thing grew, we would now defocus the
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layer that you were on and bring into
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focus the layer that was above you,
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which were much bigger things that you
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just saw as fuzzy blobs before. Um, then
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as soon as you grew to that size, they
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became uh, you know, in focus and now
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part of your game world, you know, so
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you were only interacting with that
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layer that was in focus. So that was
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kind of a back and forth thing that
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Ocean and I did for a few weeks, you
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know, kind of coming up with and then
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realizing that idea, but it became kind
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of very fundamental to the way that part
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of the game worked.
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Finding a good art director is probably
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going to be very similar to finding a
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good sound director. Uh you want
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somebody who listens first of all and
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tries to understand you know your
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vision. Um somebody who can uh come up
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with ideas that you can't. you know,
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maybe go off in creative areas that they
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are aware of because of their specific
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expertise, you know, whether it be sound
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or art or whatever. Uh, bring them back
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to you in a format, you know, to where
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they offer you some choice. And, um, I
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think that there's no, you know, one
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sizefits-all. Sometimes, you know,
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you'll want a very very particular style
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as a designer and you don't really want
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somebody giving you five other styles
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when you know you want that style. In
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which case, you might, you know, look
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for somebody who specializes in that.
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Uh, but other times, you know, you might
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be a little more open to, you know,
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should it be more like this or more like
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that? Should it be more Twilight, more
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realistic? Should it be darker? Should
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it be more humorous? Uh, I think that if
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you can speak in that kind of a
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language, you know, to anybody on your
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team, no matter what they're doing, you
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know, that I really think we want to go
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for humor and whimsy here or dark and
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gothic here. Um, if they can now
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interpret that and come back to you with
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really good alternatives that feel right
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to you, uh, I mean, that's how you know
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you've got a good one. You know, if
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you're telling them you want to go in
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this style, but they keep pushing you to
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Disney, uh, then, you know, they've kind
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of got their own agenda. They've got
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their own, you know, dogma. It also
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depends on the size of your team. You
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know, if it's a very small team, your
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art director is also going to be one of
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your artists, maybe your only artist.
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Uh, if you're on a big team, the art
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director is really going to be more
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managing a team of artists. And so, your
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art director will have the opportunity
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to find the right artist to match that
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style for you. Really, you want somebody
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that's going to mesh with you in
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particular. Uh, I think that somebody
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who might be a great art director for me
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might be a really bad choice for
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somebody else. So, you know, first and
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foremost, you have to have really kind
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of enjoy collaborating with them. You
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know, and I think that's true of, you
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know, most of your team that these are
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going to be people you're going to be
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working alongside of for a long time.
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You're going to be putting a lot of time
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and passion and effort into this. And if
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you don't actually really enjoy being
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around these people and enjoy working
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with them, uh it's going to be work, you
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know, but if you really enjoy the
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process of being with these people and
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collaborating and creating something
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with them, uh it's going to be something
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that uh you do for free.
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There are tools or mechanisms or
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patterns of interaction that you can use
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that you give the player this kind of
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creativity, this kind of affordance, uh
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this kind of agency underneath the hood.
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you know, the game is actually doing
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some causal connection between when the
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player does that, this happens, or
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here's the limitation. And it really
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kind of comes down to an affordance or
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an action that the player is allowed in
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a game and how the game responds to that
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action. And it kind of defines what the
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challenge is.
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If it's a locked door, what is the
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puzzle or what are the items needed to
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unlock that door?
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If it's an exploration thing, what path
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you have to take through this maze to
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get to the exit? If it's a resource
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allocation thing, it's what are the
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basic resources? How are they being
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consumed? How are they being earned?
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Each one of these is kind of what we
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call a game mechanic. They're like
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little closed system uh of somehow
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interaction, balance, uh economy that
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you can connect together to make a
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larger interactive experience.
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mechanic is some kind of process going
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on between the player and the game uh
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that you might attach metrics to. You
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might attach a leaderboard or scoring
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system to that. Uh but once you have
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that that process going on, you can now
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use that process either to moderate the
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player's progress. Uh you can use that
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process to, you know, add difficulty. uh
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you can use that process to make the
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world more interesting, more mysterious,
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more uh kind of tangible. You know,
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there are a lot of ways to use these
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kind of what I'd call like
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microprocesses to build up that larger
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process of here's what it feels like to
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be in that world. Uh in some sense, I
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think of this as the dynamics, you know,
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as a player's doing things in the game,
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how is that game responding to the
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player? You know, what is the
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conversation that the player's having
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with the game system? And each one of
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these mechanics is kind of one type of
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uh phrase or interaction or you know uh
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word the player can kind of express
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within that system against the game and
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the game will respond in certain ways
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and the player is kind of learning to
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kind of uh converse with the game system
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through these mechanics.
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When we talk about game mechanics, you
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know, again, to me, these are parts,
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okay? And, uh, you know, it could be a
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part that's been used many, many times,
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uh, or it could be, you know, a brand
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new part that you've invented all on
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your own. Um, and to me, you know, what
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really matters is the whole that's built
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out of these parts. uh you know so I
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might have let's say you know a fuel
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injection unit and an engine and a
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differential and wheels and I start
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putting these together to make some kind
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of a car and maybe I decide I want a
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flux converter you know and I'm going to
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invent a flux converter and stick it in
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there uh that's great you know uh but
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what really matters is the entire car
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you know how's that car going to drive
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or not um you know with the existing
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mechanics that we have right now uh
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obviously we can build, you know, a huge
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number of different kind of interactive
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experiences. Uh, but every now and then,
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you know, you might want that flux
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converter. You might want some, you
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know, brand new thing. I don't think
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it's that, uh, you just kind of come up
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with a cool mechanic and say, how do I
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use it? I think it's more like, here's
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an interactive experience that I want to
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create now, what do I need to create it?
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And if it turns out that, you know,
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there's something brand new, you know,
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there's basically something you need in
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this that uh you cannot figure out an
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existing mechanic that will provide
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that, that's when you go off and make
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your own. I am, you know, very uh happy
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to go off and make my own mechanics if I
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need to. Um I don't even really think
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about it so much in terms of, you know,
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this is a new mechanic or not. It's more
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like this is the right mechanic, you
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know, whether it was invented by me or
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somebody else. You know, I just I think
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there's always kind like the right part
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to fill in that gap in your design.
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If we talk about rules for a game, I
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think that they're almost like two kinds
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of rules. You know, they're the really
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overt rules that you want to inform the
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player about. You know, you need to
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escape the dungeon or, you know, this is
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a torch, you know, whatever it is. You
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know, certain things you're very clear
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with the player about right off the bat.
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you're going to say, "Okay, to control
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your character, use the WASDY keys or
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this or that." Uh, so again, some things
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you're very overt about. Other things
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that they discovered, you know, a trend
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that started 10-15 years ago was that
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part of the gameplay, the early gameplay
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is the tutorial and you encounter
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objects, you know, as part of directed
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gameplay early on. And the game itself
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is kind of teaching you how to use a
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sword in Zelda, how to do this, how to
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do that, how to cast a spell. But then
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there are a lot of other ones that you
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want to hide from the player that are
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under the hood that become mysterious.
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In a lot of ways you want your game
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world to be kind of a black box at some
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level. Uh and this is actually kind of
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gets to the idea of emergence that uh a
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lot of times somebody will look at a
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system when people look at the
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simulation of Sim City they start
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imagining you know this ungodly
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collection of mathematics and things
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calculating this incredibly complicated
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city. In fact it's far far simpler than
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that you know in fact we found a fairly
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nice emergent system. So, it was a
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fairly simple set of rules that kind of
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emerge into the complexity of a city
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simulation. Uh, if players, you know,
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saw under the hood, in some sense, it
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would kind of destroy a lot of the
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illusion of complexity there, the
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illusion of life. Uh, it's, you know,
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very similar to the same reason why we
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didn't have the Sims speak, you know, in
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a known language because as soon as they
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started repeating the same things over
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and over, they would seem incredibly
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simple and robotic. But when you
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couldn't quite understand them, you tend
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to read in a lot more. Uh there was this
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thing that we started calling the
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simulator effect uh after watching the
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first, you know, kind of batch of
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players playing Sim City a lot and then
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some of our later games that they would
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write letters to us. Oh, I love this
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game. And they would describe stuff that
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happened to them in the game and the
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letters they were writing to us and they
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would describe, you know, things like,
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you know, the airplane crashed over here
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and hit the power line and caused a
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surge there and then this thing caught
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on fire. And they would describe all
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these causal linkages that did not exist
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in the game. you know, I knew they did
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not exist, but in the player's head,
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they did, you know, and nothing about
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the game uh dissuaded them from the
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fact. And so, they were building up
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their own models of the way this
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simulator was working, you know, that
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were very elaborate and interesting. And
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that's when I kind of realized that
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there's certain parts of a simulator
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like that you want to keep a black box.
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You know, the players, you know, can
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actually imagine their own simulation
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usually far more interesting than yours.
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you know, as long as you present them
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with enough scaffolding to build that in
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their imagination. And so we ended up
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calling that the simulator effect that
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when players are imagining that your
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your world, your simulation is more
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detailed, more rich, more uh complicated
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than it actually is, uh don't talk them
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out of it. And so, you know, part of
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exploring the world is in fact kind of
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uncovering these loops of complexity and
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these rules. And so part of learning the
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rules of the game uh are actually
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embedded in the game which is actually
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very natural.
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There's this thing called the Monte
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Carlo method uh which is using chance
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basically in the place of calculus. You
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know a lot of things that would be
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simulated in the natural world you know
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we have established mathematics which is
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linear calculus. Um, but it turns out
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that for most of these things with a
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computer, there's a whole another
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approach that basically can solve the
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same set of problems, which is basically
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throwing darts at a dart board and you
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have shapes on that dart board that are
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about, you know, the right area. I'm
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going to go to the whiteboard to kind of
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give you a simple illustration of this.
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And just to keep it very simple, you
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know, let's assume that we have some
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area and that we have within that area
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some regions, you know, and maybe this
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is the amount of area developed, you
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know, in Sim City or the areas with
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police coverage, whatever it is. Now,
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um, normally if you wanted to measure
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what percentage of this entire area is
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occupied by these blobs, you know,
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there's some very elaborate mathematics
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kind of going down the calculus path
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that you would use to measure that and
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give you a pretty accurate answer. But
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if you have a computer, you know, and
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computers are very fast and good at just
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doing simple things repetitively. It
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turns out there's a much simpler
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technique. And they call this the Monte
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Carlo method, which is that we just sit
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here and we just randomly throw darts at
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this board, you know, and then we just
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count over time how many of the darts
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land inside of these areas and how many
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land outside. And you know, you throw a
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few hundred darts at there, you know,
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and it turns out that, you know, let's
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say out of a 100 darts, you know, 67
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land outside of these zones and let's
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say 33
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land inside the zones. That's the basic
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percentage. You basically that's 33% of
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the area of that. This is the kind of,
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you know, simple mathematics, you know,
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that we use a lot in simulations. And so
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this in fact is relying very much on
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just probabilities. And it's uh the way
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a lot of the emergence that we get out
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of some of these systems works as well.
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So from a design point of view, it's
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amazing how you can build super simple
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things like that in place of what used
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to be very kind of elaborate
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mathematics.
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There's another kind of chance though
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that I encounter as a designer which is
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that a lot of times I'll be making
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something doing prototypes whatever and
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something just pops up unexpectedly you
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know either we made a put a bug in the
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program or it's not behaving the way I
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thought or something uh happens that
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surprises me and uh through pure chance
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I might trip over some new mechanic or
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some new feature or that reminds me of
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this let's try that you And this is like
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serendipity. This is me, you know, kind
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of accidentally discovering something
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very cool, you know, either in
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prototyping or testing or just even on
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paper as I'm kind of thinking through a
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design that causes me to go off in a
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totally different direction, you know,
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tangent to where I was going initially.
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Now, this is all from the designer's
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point of view, you know, kind of how you
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use probability to your advantage. Um,
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you know, from the players point of
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view, you know, again, uh, there'll be a
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lot of things happening in your game
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that might be purely random. You know,
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and you know that they're random. The
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players are always going to be trying to
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assign causality to something. You know,
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if all a sudden that torch goes out or
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there's a sound over there, the player
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in their head is going to be building
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some model of, you know, what caused
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that to happen. Was it something I did?
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Is it some indicator? Is it
302
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foreshadowing of some event? And I think
303
00:10:55,839 --> 00:10:58,399
that um you actually want a kind of a
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balance there a little bit, you know,
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kind of signal the noise so that there's
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some stuff happening in the world that
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again remains kind of a black box to
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them. whether you know from their point
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of view it's random chance or it's some
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elaborate deep you know behavior of your
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you know your world um the player is
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going to assume it's some deep behavior
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of your world I think in most cases but
314
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if it's something that the player did
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and you want clear feedback that the
316
00:11:20,880 --> 00:11:23,680
player did this and the door unlocked uh
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that's where you have to make sure
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you're getting above that that noise
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level and it's totally signal to the
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player and so you need to make sure that
321
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the feedback you're giving to the player
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is signal and not noise against this
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kind of random world churning
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Well, because my games don't have an
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overt instinct,
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uh, you know, I don't think it really
327
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changes the nature of wanting to present
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an interesting, challenging kind of
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creative world. Uh, I don't think that,
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you know, I think that's kind of almost
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world building is almost a different
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kind of uh level to that. uh the chance
333
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and probability
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um for a player, you know, again, it can
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depend on the game. If you know, you're
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playing casino games, you know, you're
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kind of expecting these things to be
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based around chance and probability. Uh
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if you're playing something like a
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first-person shooter, you're kind of
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imagining that, you know, if I aim at
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that guy, it's going to hit that guy
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that, you know, I don't want a chance of
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having a dud bullet or my bullet, you
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know, going off target, you know, just
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through random chance. So, I want my
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actions to be clearly, you know, kind of
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almost deterministic in that sense. Uh,
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so I think it depends on the feature of
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your world as to what you're talking
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about. If it's something like Sim City
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and you know when does a fire occur? You
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know that actually is a little bit of a
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combination. It's a combination of how
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much have I done with my fire services,
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but there's still a chance. It's
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changing the probability of a fire
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actually happening. It could still
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happen even if I have good fire
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coverage, but uh the chance is lower.
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And you know, for the player, you know,
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that's kind of the expectation coming
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into a world like that. And so really, I
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think at that point, you're really kind
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of falling back into what feels like an
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expectation on the player. You don't
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want the world to feel like, you know,
368
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arbitrary things are happening for
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absolutely no reason. You know, so even
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when a fire occurs in Sim City when
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there's a low probability, the player
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can imagine that occurring. You know,
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it's not an unimaginable situation. What
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you really don't want to do is you don't
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want the game to feel capriccious in
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terms of killing the player for no
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obvious reason. You know, that, you
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know, is really major no. The player
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always wants to feel like their success
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or failure is coming back to their
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agency. You know, it's their fault. They
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are the ones responsible for their own
383
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fate.
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depending on the kind of game you're
385
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doing, you know, it does put the player
386
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into a certain kind of mindset and they
387
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build a certain kind of model whether
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it's like a first-person kind of game
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with exploration and combat or it's a
390
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third person game with resource
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management. Uh, you know, they all at
392
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some level share a set of features,
393
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share, you know, certain amounts of
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player agency. Uh, they share world
395
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dynamics, you know, so that's the level
396
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which these things are all pretty common
397
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across there. But uh you know I think
398
00:14:07,680 --> 00:14:09,920
there are so many game mechanics that
399
00:14:09,920 --> 00:14:12,000
have been used and so many more yet to
400
00:14:12,000 --> 00:14:14,240
be discovered. I think the designer will
401
00:14:14,240 --> 00:14:16,480
develop an intuition for which one of
402
00:14:16,480 --> 00:14:17,760
these things they want to put into their
403
00:14:17,760 --> 00:14:20,000
pallet of tools and which ones they want
404
00:14:20,000 --> 00:14:21,360
to become a master at because I think
405
00:14:21,360 --> 00:14:23,680
that certain game designers you know get
406
00:14:23,680 --> 00:14:25,360
very specialized and very good you know
407
00:14:25,360 --> 00:14:27,040
within certain kind of mechanics using
408
00:14:27,040 --> 00:14:30,079
certain parts to build their games. And
409
00:14:30,079 --> 00:14:31,120
over time you know you'll start
410
00:14:31,120 --> 00:14:32,240
expanding that palette you'll start
411
00:14:32,240 --> 00:14:33,279
trying other ones. you'll play other
412
00:14:33,279 --> 00:14:34,639
games, games that you would not normally
413
00:14:34,639 --> 00:14:36,240
play, and just to kind of get a sense of
414
00:14:36,240 --> 00:14:37,600
what those mechanics feel like. Is that
415
00:14:37,600 --> 00:14:39,760
a tool that I use, a part that I can use
416
00:14:39,760 --> 00:14:40,959
next time I build, you know, one of my
417
00:14:40,959 --> 00:14:42,480
game engines? I think for most
418
00:14:42,480 --> 00:14:44,959
designers, you know, get familiar, get
419
00:14:44,959 --> 00:14:47,440
some mastery and skill at, you know,
420
00:14:47,440 --> 00:14:49,279
using certain kind of mechanics, but at
421
00:14:49,279 --> 00:14:51,199
the same time, always be looking at new
422
00:14:51,199 --> 00:14:52,399
ones and trying to imagine, you know,
423
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could I bring these into my toolbox?
1
00:00:01,360 --> 00:00:03,840
A lot of aspiring game designers come to
2
00:00:03,840 --> 00:00:07,120
me with ideas and their designs, and I'm
3
00:00:07,120 --> 00:00:08,559
very familiar with kind of looking at
4
00:00:08,559 --> 00:00:10,400
them with fresh eyes and maybe giving
5
00:00:10,400 --> 00:00:11,759
them a different perspective on where
6
00:00:11,759 --> 00:00:14,240
they might go with it. So, we've invited
7
00:00:14,240 --> 00:00:16,000
an aspiring game designer to come share
8
00:00:16,000 --> 00:00:18,720
a game she's currently working on. I'll
9
00:00:18,720 --> 00:00:20,720
be looking at her game, trying to get a
10
00:00:20,720 --> 00:00:22,320
sense of where she wants to go with it,
11
00:00:22,320 --> 00:00:26,519
and giving her feedback on it.
12
00:00:36,320 --> 00:00:38,879
So my is a sidescrolling puzzle
13
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platformer.
14
00:00:39,600 --> 00:00:40,000
Okay.
15
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And the premise is that uh you play as
16
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this woman named Nina who has been uh
17
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stranded on this abandoned space colony
18
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and she's trying to find the equipment
19
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she needs to get back home.
20
00:00:50,640 --> 00:00:50,960
Okay.
21
00:00:50,960 --> 00:00:52,719
Um so the game play is definitely like a
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traditional Metroid Via game.
23
00:00:54,320 --> 00:00:55,760
All right. And the premise of a lot of
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the upgrades are you're changing around
25
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gravity.
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Changing gravity.
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00:01:00,000 --> 00:01:01,840
Yes. So you can change it up, down,
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left, right.
29
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So you're jumping and the gravity allows
30
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you Oh, let's take a look at it.
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Sure. We can take a look here. Um, so as
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you can see
33
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under this giant room and you can change
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gravity around.
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00:01:15,600 --> 00:01:17,040
Oh, you're changing the angle of
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gravity.
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Yes. Yeah.
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Oh, I see. Okay.
39
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So if you fall too far, you can die. So
40
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that's kind of like the main thing. But
41
00:01:23,680 --> 00:01:25,119
the camera doesn't rotate, so you have
42
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to turn in your head. Okay.
43
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Right.
44
00:01:27,119 --> 00:01:27,920
All right.
45
00:01:27,920 --> 00:01:29,040
So, at this point, she's just
46
00:01:29,040 --> 00:01:30,240
So, you're actually pressing something
47
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on here to change gravity. And you can
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pick one of the four directions.
49
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Yes.
50
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Exactly.
51
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Okay. I mean, right off the bat,
52
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Mhm.
53
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looking at this game, it looks cooler to
54
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me now than when you first pitched it to
55
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me just a few seconds ago.
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Uh, you started by saying it's a
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sidescrolling duh. Immediately in my
58
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head, I think Mario, whatever. It brings
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a lot of baggage.
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Sure. Um, I think and I don't really
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care about the character's name, but if
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you say she's stranded on this ship
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exploring it, but she gets all for
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gravity, all a sudden that sounds kind
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of interesting, intriguing, something
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I've never heard. I think maybe to start
67
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with that and seeing it now, it looks
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just so much cooler to me.
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Okay.
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And I like the style a lot, too.
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Thank you. Um,
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yeah. So, the idea is you are running
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around trying to find like scrap that
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you need.
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It's a bit dark and that's part of the
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game mechanics is that you really need a
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light to kind of see Yes.
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things. So, one of the mechanics or one
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of the things you're upgrading is that
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eventually you'll find a light. You
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don't always start with it. So, there's
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like a lot of danger of just kind of
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wandering around in the darkness.
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In the dark. Okay. Yeah.
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Mhm.
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Um, now I'm not hearing any sound. Is
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that just part of the game you haven't
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developed yet,
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right? Exactly.
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Because I think when you're dealing with
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limited perception like this flashlight,
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sound is going to be a huge part of
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that. You hear something scary or
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creaking. You don't know if it's good or
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bad. It might be a door. It might be a
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monster. Who knows what? But I think,
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you know, the sound is going to be just
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as important as the visuals for a game
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like this.
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Oh, yeah. Definitely. Especially when
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you're running around in the dark like
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Exactly. And that's, you know, one of
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your primary senses now.
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So, yeah, for this puzzle specifically,
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uh, you're supposed to like go up and
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these like boxes will fall upward and
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then you have to like race to finish the
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other side before they fall back down.
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Okay.
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Um, so that would be a huge part where
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sound is going to be like a
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and it feels like you should do that
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fairly soon because you obviously pretty
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established here on the visuals and some
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of the game mechanics
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and if you're lacking the sound, you're
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lacking like 30% of the experience right
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now. So, even if you're just going to
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stub in some sound, I would stub it in
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as quickly as possible.
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Sure. Okay.
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Um, yeah. So, that's like it's a pretty
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short demo.
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Okay.
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Um, so if you want to play
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What was the inspiration for this? Uh,
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yeah. Move it around. Oh, I just moved
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gravity way over there. Oh, I killed
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myself. So, that's how you change
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gravity, right?
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Yeah. So, Wazda is supposed to move.
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Oh, gotcha. Okay.
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So, I I love games like Limbo and Inside
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I forgot that I can go that way.
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Oh jeez,
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this is actually kind of fun. Failing
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good.
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That's excellent.
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No, I think that's actually for me one
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of the important parts is not just uh
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that I'm failing, but it's presented in
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a humorous way. I think humor is like
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one of the
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like really superpowers that game
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designers have at their disposal. They
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don't always use. Uh a lot of times
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people will be looking for extremely
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elaborate technical solutions
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to something uh where in fact just a
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little bit of humor can solve it.
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There was a door there, right? Or maybe
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not. So, if I change gravity,
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if you can make it to the other side,
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there's a door.
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Oh, I see. Okay.
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You will. Those boxes are deadly.
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I really do like the look of the world.
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I notice there's almost like a raster
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scan quality to the graphics here. Is
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that on purpose?
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Yes. So, that is a a post uh processing
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effect.
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Yeah.
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Um, so the idea is, and this will kind
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of unfold in the story, that you're
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being like watched by somebody.
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Okay.
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So, I wanted to do an effect that was
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sort of subtle, like maybe you didn't
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notice it at first, right? And uh the
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story would kind of give you meaning to
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it later.
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All right. And uh so one of your primary
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mechanics here is changing gravity, the
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orientation of gravity.
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Um which seems like a pretty rich thing
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to explore. How much have you tried
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different level designs against that?
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I mean, do you have like a level editor
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right now for this?
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Um so yeah, the system is set up so I
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can pretty easily build things out,
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right?
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And that's where I've just gotten. So,
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I've just gotten to the point where like
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the vertical slice is complete.
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Because it kind of feels like you have a
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fairly open-ended design space now of
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how to play with that mechanic of
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changing gravity. Exactly.
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And now, as a designer, what you want to
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be doing is trying a lot of different
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level designs, just experimenting to
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find out which ones really work with
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that, which ones don't.
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That's going to be a lot of learning on
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your part, right? You know, and then
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kind of leaning into the ones that work
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well. So, you're really maximizing that
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dynamic, the game mechanic.
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Yeah. I you know I think that and the
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sound design feel like to me the two
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areas you should really be focusing on
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right now as a designer. Have you put
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this in front of other people?
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Yes.
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All right.
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Yes.
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And uh what is the most typical
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confusing thing at first for a new
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player?
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Um so in my initial play test I think I
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had puzzles that were probably more
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complicated than a game like this needed
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to be.
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Okay.
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So it was a lot of like struggle to get
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through those uh mechanic wise. Like I
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haven't found people being frustrated
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with the gravity and stuff. So,
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and is this basically kind of a puzzle
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game where there's one solution? You
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have to, you know, unlock that door,
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unlock that door. Kind of a gated
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experience,
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right? And that's something I kind of
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have to test out still because
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part of the mechanic is you can jump
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around to any part of the ship, right,
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once you find these like checkpoints.
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So, theoretically, you could run through
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a puzzle backwards, all right? And so it
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still has to be like solvable or right
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to to get back.
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Right. That makes the design thing a
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little bit more tricky.
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Right. Exactly.
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Um and what just in your overall vision
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of this as a product, how long do you
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think an average player is going to
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spend playing this all the way through?
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Um I'm aiming for about three hours. So
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three hours experience. Yeah.
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Well, that's fairly long though. I mean,
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for this kind of puzzle game.
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Okay. you know, uh, do you have a sense
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of how many levels or how big of a space
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you're going to have to build out
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for it to be a three-hour experience?
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So, how I've been thinking about it is I
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broke it down by each of the upgrades
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that you're getting.
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All right.
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And based on the upgrade, I was my
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thought is like, okay, well, how cool is
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this upgrade and how much time do I
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really want to make the player,
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right, like to earn it, right?
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Tell me what happens when you get these
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upgrades. What do they do? They actually
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change your abilities in the game like
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you're talking about getting a better
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flashlight and stuff like that. Uh they
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will change your abilities like uh the
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gravity ability itself is something that
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you will unlock.
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Oh, I see. Okay. So the as you move
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forward through this ship, you get to
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places where you have to have these
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upgrades to complete the level. Exactly.
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Okay.
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Yeah.
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And is it always going to be basically
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kind of a linear I need this, then I
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open B, then I need that, then I open C.
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Or is there some combinations that can
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give you shortcuts or different paths
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through there?
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Because that would make it a much more
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replayable game, right? And that's kind
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of a big question between how much time
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do you want to spend opening more player
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opportunities in this versus having it
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be replayable, you know, and I'm not
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sure if this is something you intend a
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player just to sit down, play for three
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hours, and then put away. That was fun.
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Or if it's something, you know, where
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you want them you're going back and
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trying again, you know, and some of the
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Mario games if you collect all the coins
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on a level, you know, you get other
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things unlocked, you know. So that's
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something you can think of down the
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road. You don't have to think of right
296
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now, but in terms of the overall player
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experience, I think you should be
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thinking about. I have thought about at
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least in the sense I do like the idea of
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them like strategizing because when you
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look at the map you can see where like
302
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the scrap is that you need to collect
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right so you can
304
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like know that okay well this part of
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the ship I'm being blocked because I
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can't do this ability and there's all
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that scrap there and then maybe this
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part of the ship is also locked and
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there's all this scrap so they have to
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judge like what is the the best thing
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for do for them to do at that moment.
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00:08:30,240 --> 00:08:33,360
Yeah. Yeah. Huh. Interesting idea. You
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00:08:33,360 --> 00:08:35,440
know, I think that And just one last
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00:08:35,440 --> 00:08:37,440
question. Is the gravity thing like your
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00:08:37,440 --> 00:08:39,039
primary game dynamic? Is that really
316
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what you think distinguishes this game
317
00:08:40,880 --> 00:08:42,880
versus other games like this?
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00:08:42,880 --> 00:08:44,240
Uh yeah. Yeah.
319
00:08:44,240 --> 00:08:46,320
Okay. And you know, obviously you have
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some backstory, but that's, you know,
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00:08:48,000 --> 00:08:49,200
the backstory that everybody's going to
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00:08:49,200 --> 00:08:51,920
have obviously, but uh I think that you
323
00:08:51,920 --> 00:08:53,279
could do a whole lot with sound design
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00:08:53,279 --> 00:08:55,519
in this that I'm not seeing right now.
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00:08:55,519 --> 00:08:56,640
Uh, I think that you have the
326
00:08:56,640 --> 00:08:57,600
opportunity to do a lot of really
327
00:08:57,600 --> 00:08:58,800
interesting level design, but you're
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going to have to explore that space as a
329
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designer, you know, and whatever you're
330
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using for a level editor, you want to
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make as, you know, kind of seamless and
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00:09:05,839 --> 00:09:07,760
easy to use as possible. Even if it's
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00:09:07,760 --> 00:09:08,959
just a prototype, you don't have the
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full rendering of the character. If you
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00:09:10,080 --> 00:09:12,240
have like a little toy prototype of
336
00:09:12,240 --> 00:09:14,240
being able to do this in a very easy to
337
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use level editor,
338
00:09:15,519 --> 00:09:16,800
I think you could probably, you know,
339
00:09:16,800 --> 00:09:18,880
explore that space much more efficiently
340
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than getting it into the full game. You
341
00:09:20,720 --> 00:09:22,080
know, maybe, maybe not. It's just a
342
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thought.
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Sure. But uh and just the very last
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thing is, you know, I think that I would
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refine your pitch a little bit more and
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don't start with it's a sidescroller.
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You know, start with something like it's
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a game about gravity,
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you know, or something like that that
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right off the bat it's like, oh, okay,
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gravity. It sounds kind of cool and
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interesting. Uh and you know,
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eventually, in fact, it's not
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necessarily a sidescroller because
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you're going up and down and you know,
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all different directions, but uh it's a
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cool idea. I love the uh the visuals on
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it right now.
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Thank you. Thank you.
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As we get further down the development
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process, the prototyping we're doing is
3
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far more granular. There are a lot of
4
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things that you can do and a very small
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subset of that is what you should do for
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the player. Scoping really is going to
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come down to what is the right sweet
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spot for complexity and interest. And so
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you're trying to find that sweet spot
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with scoping. And prototyping is one of
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your tools for discovering that. For
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spore, we did 50 or 60 prototypes of
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different areas of science that we might
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have included in Spore. And again, you
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know, most of them were not included.
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You know, after playing with the
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prototypes, we decided either, you know,
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didn't really fit in with the overall
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concept or that system as a little toy
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just wasn't a very fun toy to play with.
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But the ones that were fun to play with,
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we figured out, okay, which one of these
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can we now, you know, put together and
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build into a larger experience. And then
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eventually they turn into gameplay
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prototypes, you know, where actually
27
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there is a game there.
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A lot of the prototypes uh that we
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developed for Spore had a scripting
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language and in fact I could take the
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same little codebase I as a designer
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could go in and change the scripting of
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it and change the rules within the
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simple prototype. Uh, and so I in fact
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was doing a lot of the programming on
36
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these prototypes to explore different
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rule sets. And in fact, I was able to
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recreate like very simple versions of
39
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Sim City and a few other games within
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these four prototypes. Some of them were
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using very interesting kind of systems
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and topologies. Some were network based,
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others were kind of grid cellular
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automata based. And the fact that as a
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designer, I could very quickly go in and
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script over one evening. I could try
47
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five or six different rule sets, play
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with them for a while, gravitate toward
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an area. Once I got roughly in some area
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I liked, I could take it back to the
51
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programmer and say, "Now build me a
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better version of this." Uh, or maybe
53
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had some limitation. I wanted to add a
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little couple more commands to the
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scripting language. But in fact, I was
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doing some of the programming on the,
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you know, the last half of the
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prototype. The programmer would give me
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like a little scripting engine and
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codebase that I could script and change
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the rules on. So again, it very rapidly
62
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allowed me as a designer to explore
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different rule sets.
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A lot of times, you know, I would work
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with design teams and, you know, every
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week there would be kind of a triage
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session and we would kind of say, okay,
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what are the biggest risks of this
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project? You know, they could be
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technological risks, they could be
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design risks, they could be production
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risks. Um, and then we step back and
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say, okay, how do we mitigate that most
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effectively? Uh, you know, sometimes
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it's technological risk. Can we actually
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build this? Let's build a prototype and
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see if it's a design risk. Let's see if
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we can find some, you know, build a
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prototype or find some other game that
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shows us this will be fun. Uh, can the
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production team, you know, manage these
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assets in time, whatever it is. And
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hopefully, you know, every week we're
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trying to basically attack the top
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things on that list to where they get
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lower on the list. Now, something else
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becomes the top design risk. So, I think
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that as you're going through iteration,
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you know, it's continually that process
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of attacking the highest risk items. One
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of the typical aspects of risk in this
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kind of development is that the longer
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you uh delay it uh the more expensive it
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is. Okay, if I can mitigate that risk
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this month, it's going to cost me, you
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know, $10. If I wait 3 months to
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mitigate it, it's going to cost me $100
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because all these other things now have
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to change around it. So, you know,
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again, this is about efficiency. you
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know, how efficiently can I prune that
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design tree? You know, and I want every
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pruning of every branch to be as
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expedient as as efficient as possible.
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And a lot of times you really want to
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put it off. You really want to say, "Oh,
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I know it's going to work. I know it's
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going to work." But if you can mitigate
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it early, it gives you more confidence
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later on that you're on the right path.
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There's so many times when you you're
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developing something and it gets to some
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point where it's really starting to
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coales and starting to feel pretty good.
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Uh but it feels that no matter where you
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push it from that direction, it gets
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worse. You know, this is you being stuck
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on a local maxima. And at that point,
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it's it can be kind of apparent
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intellectually to you that what you
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really need to do is, you know, again,
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rip this thing out, add that thing, do
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some major change to it. And you feel
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like it's going to go here. you're not
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sure, but you you you're pretty sure,
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but you know that you're stuck here on
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this peak. And that's a very hard thing
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for you to kind of actually take that
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hit and try it. And you know, maybe when
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you do that, it's now worse. But with a
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little bit of iteration around there,
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you find that in fact, you are on a
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taller slope. But that's a very kind of
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stressful kind of process to go through,
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especially with a team who's invested a
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lot of time and effort to get you here.
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Now, really, you always do have the
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opportunity to kind of fall back. If
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this is a total failure over here, come
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back to this thing and try a different
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direction. But that's incredibly
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expensive. In my experience, all the
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very best games and all the games I
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worked on that ended up, you know, as
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hits were things where we went through
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that several times, you know, where we
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really had to kind of take this hit and
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say, "Okay, look, we're going to have to
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do something pretty radically different
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here." And I think it'll get us onto a
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taller slope. And in most cases, it did.
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A few cases it didn't, and we had to
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kind of go back and do it twice. But,
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uh, it's almost like you're kind of
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dropping little paratroopers in to do
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recon. Uh each one of these is very
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expensive, but you know, if they land on
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a slope, they can now tell you, oh, it's
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a good slope or a bad slope. Uh but I
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think, you know, that's really the
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difference between making a really good
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kind of mediocre game and a hit
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tuning can be very very challenging. Um
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and in fact, you know, it's really more
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a process of discovery. uh and what I
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was doing for a lot of the things like
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for Sim City I would actually build test
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patterns. I would say I would expect
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with this you know pattern of roads or
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buildings I would expect to see this
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result on the traffic layer in my head
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and I would actually draw these out.
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This is kind of what I would expect and
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then I would run the model and it would
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be nothing like that. And it wasn't
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apparent to me how I would change it to
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make it like that. But instead what I
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found was I had to make it easy to just
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explore that space change the rules very
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rapidly very quickly and look at the
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result to zero in on the right rule set
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and again because it's an emergent
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system there's no really predictive way
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to know which way to go it's more like
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you have to learn to explore this space
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very very rapidly and in more just kind
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of typical parametric tuning uh Sidmer
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had actually a really good rule of thumb
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which is that uh whenever you're tuning
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a variable in a game don't move it by
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10% % 20% double it or half it, you
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know, initially and usually it's going
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to be way off. So you double it or half
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it, you know, whichever direction you
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need to go until you're in the region,
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then you can do the tuning, you know,
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but really you're probably way off to
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begin with on almost everything. And
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don't be afraid once you have it running
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to try it. Just, you know, just for the
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hell of it, try doubling some value and
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see maybe this result might surprise
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you. It might not be something you were
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looking for, but it might be something
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very cool that you discover that way.
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Most of the prototypes that uh we've
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created, you know, for the games I
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worked on were failures, which is good,
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you know, because again, they're helping
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us prone design branches. Do we want to
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go that way? No. Do we want to go that
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way? No. You know, if you actually look,
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you know, once I've taken this
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branching, you know, decision tree all
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the way down, most of the branches are
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going to be pruned. They're failures.
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You know, we don't want to go that way.
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We did some really cool prototypes for
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SPORE of the galactic dynamics. Uh the
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balance between interstellar matter and
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stars which I can spend quite a while
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talking about it but is a very cool
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dynamic of the way stars are formed. The
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gas cools it coaleses again into
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molecular clouds and starts more star
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formation which propagates a wave around
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the galaxy. Very very cool dynamics. But
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uh as we started scoping the rest of the
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game, we realized this really just had
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no part in the context of the rest of
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the game, you know, with the kind of
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point of view the player had and the
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tools and all that. So that was it would
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have been a very cool part of sport. In
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fact, would have been a very cool part
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of a different game, not Spore. And
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that's what we determined. That's a cool
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game, but it's not Spore. It's really
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hard when you've invested a lot of time
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and effort into you know one of your
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just you know kind of passionate
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features or components and you know
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either through prototyping testing
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whatever it just doesn't have a place in
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your eventual design emotionally I think
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you need to kind of step back and
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designer and say okay you know am I
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designing something that you know for
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myself aesthetically or something that I
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really want to impact a large number of
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people uh other times you know it'll
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really surprise you the very First game
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I did involved flying this little
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helicopter around this world and bombing
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things. Uh, one of the things I built as
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part of that was this thing where I
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could scroll around and create the
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world, you know, to bomb, you know, and
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that thing which was originally going to
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be a throwaway. This is the editor I
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built for bombing the world. Uh, later I
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was so into that I had so much fun
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playing with that little world builder.
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I took that it turned into Sim City. So
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what would have been a throwaway
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prototype actually evolved into my first
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big hit. So sometimes if that thing that
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you really passionately care about
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doesn't have a place in your design,
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that doesn't mean it doesn't have a
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place somewhere else in some other
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design. It might be that's going to be
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you know the thing that you eventually
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turn into what it should have been or
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maybe even you jump ship and you go with
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that instead and throw away your
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original idea. I mean there's no hard
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and fast rule for this and you know
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again that's a lot of times very hard
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emotionally when you've invested that
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much in a certain direction to throw it
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away but uh that's something that's you
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know I think every field you need to
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kind of learn when to uh fail and
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recognize that failure and some
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celebrate it you know don't say oh my
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gosh poor me I failed it's more like
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okay I failed let's learn from this
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let's you know kind of make it a
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monument you know to learning
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any design, you know, at some point
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you're going to have to finish it,
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finish building it. You know, you have
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to scope your design. Uh it's important
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to kind of not overreach, but at the
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same time, you don't want to make it too
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simple. you want to do achieve something
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kind of cool, but uh you know it's
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really kind of a sweet spot of
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diminishing returns in some sense, but
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also it's surprising how the simplest
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little things in a game sometimes can be
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the biggest features that people just
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love that you spent no time at all. And
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a lot of times you'll spend all this
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time and effort on some elaborate thing
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that you you think will be cool and it
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turns out to just fall flat. Uh if you
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can discover that in prototyping early
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on, that's the best way to deal with it.
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But overall in terms of scope, you know,
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I think you want to put the player into
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an experience where they have kind of an
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understanding of the boundaries to some
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degree, you know, and again, it's almost
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like you can put uh a kid into any game
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and within a few minutes they can kind
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of intuit it uh how open-ended that game
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is, you know, how much freedom, how much
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uh agency they have in that game. You
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put a tiger in a cage, first thing he
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does is walk around the perimeter to
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define his space. You know, how big is
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my world? A lot of times people
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overengineer things, you know, and
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programmers tend to do that. You know,
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what if you decide you want this later,
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so I'm going to go ahead and put it in
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now. And they'll build something twice
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as complex as what you actually need for
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the game. Uh, and this happens all the
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time, especially on the programming
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side. Uh, the artists, you know, I think
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are a little bit better about that kind
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of understanding, okay, here's the
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resolution we're working at. Here's the
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way the animation is going to behave.
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and they're pretty good at like hitting
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their mark in terms of the sweet spot,
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amount of time and effort and budget
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spent on it. I think the designer has to
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have some understanding almost as a
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psychology of the different components
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of your game team. This is the way
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programmers think. This is the way
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artists think. This is the way the
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writers or the sound people think. And
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make sure that uh nobody no one side of
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that is spinning way too much relative
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to the others. So, I think a lot of it
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really is more balancing act across the
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different components of your game
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design. So, players going to come to
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your game with a certain expectation as
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well. They're going to see, you know,
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it's an open-ended game. I expect to be
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able to do this, you know, many things.
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I expect the world to be this big.
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Especially if somebody says, "Oh, I like
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your idea. I like your idea." And then
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you ask them to describe it back to you
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and see which parts of your idea that
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they're actually repeating back to you.
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And are they adding things to it or
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removing stuff from it?
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As we're going through this process in
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game design, uh, one thing that I found
368
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incredibly useful, and a lot of design
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teams do this, is basically a form of
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triage. Uh, the designers once they have
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some handle around what this game might
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be, will come up with a set of features.
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It'd be cool if it had this, that, and
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the other. Uh, designers will actually
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put value judgments. You know, that
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would be really cool. That's kind of
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cool, that's so so. And so the designers
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might go in and give to A, B, and C in
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terms of, you know, this is what we
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would like to have at the game. Then you
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bring it to the engineers and the
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engineers will assign a cost to each one
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of these things. You know, that's, you
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know, a seven, that's a one, that's a
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10. That's really hard. And so then you
386
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have to kind of look at the two
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together. You have to say, you know, the
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designers think that's an A, but the
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engineers say it's 10 hard. Uh, you
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know, this one, the designers say it's
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an A, but the engineers say it's two. So
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that's a much better kind of return on
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investment, you know. So basically,
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you're going for the low hanging fruit
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here. And you use this to reorder a list
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and say, "Okay, we're going to go for
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the things the designers want the most
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and the engineers say will cost the
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least." And you reorder the list and now
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imagine we just had those features. Is
401
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that something, you know, viable?
402
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Probably not. So, we keep going through
403
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this over and over again. And but still,
404
00:13:38,639 --> 00:13:39,920
you know, this might really influence
405
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the order in which we build this because
406
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we could have something playable much
407
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more early, you know, if we pick the
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things that are a little bit easier,
409
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faster for the programmers to produce
410
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even as just milestone prototypes.
411
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There have been examples I mean
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situations where it was so important to
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the designers the cost was almost
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irrelevant. You know it was really could
415
00:14:06,160 --> 00:14:07,680
we do it or not and you know can we
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afford that cost? Uh when we did Spore
417
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we really wanted players to design the
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creatures and we wanted to have a wide
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variety of possible creatures and we
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basically couldn't figure out how to
421
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animate these things because we didn't
422
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know what they were yet. Uh typically
423
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animation is very data driven. You know
424
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the skeleton, you know how it's moving,
425
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has two feet, you know, a head. Um in
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this case, we had no idea, you know, how
427
00:14:27,040 --> 00:14:28,399
many legs does this creature have,
428
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what's its shape, you know, where's the
429
00:14:30,399 --> 00:14:32,880
spine go. Uh so we kind of realized
430
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early on that, you know, we had to crack
431
00:14:34,639 --> 00:14:36,880
this nut of procedural animation to make
432
00:14:36,880 --> 00:14:39,839
it even viable. And uh you know, without
433
00:14:39,839 --> 00:14:41,120
that, you know, we couldn't go down that
434
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path at all. And so we kind of stopped
435
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everything you know put got some very
436
00:14:46,000 --> 00:14:47,600
skilled people very smart people working
437
00:14:47,600 --> 00:14:50,560
on this problem for a few months and
438
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after a few months they had actually
439
00:14:52,000 --> 00:14:53,600
said we can do this and they were
440
00:14:53,600 --> 00:14:55,519
actually showing us you know examples
441
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you know prototypes they had built where
442
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they were doing it and once we were
443
00:14:58,320 --> 00:14:59,279
convinced that they could do it and it
444
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was expensive thing to do we decided to
445
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go down that design path. So that was
446
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one where it was you know basically
447
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imperative you know to have that feature
448
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and we just had to find out if we could
449
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do it. Other times, you know, there were
450
00:15:12,480 --> 00:15:15,279
things in a game where like in Sim City,
451
00:15:15,279 --> 00:15:17,680
we wanted to have, you know, boats and
452
00:15:17,680 --> 00:15:19,760
water traffic in Sim City 2000. And
453
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because the way we were doing the
454
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telegraphics, you know, we would had to
455
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go back and really change a lot of the
456
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graphics system to do that. And the
457
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value was very low for that version of
458
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Sim City. We eventually added in later
459
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versions. That was one where the, you
460
00:15:30,639 --> 00:15:33,279
know, the design value of the feature uh
461
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was really pretty low and the cost was
462
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really high. And it depends also on all
463
00:15:37,279 --> 00:15:38,639
the other features you currently have.
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You can't take any one feature in
465
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isolation. you have to say, okay, how
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does that, you know, influence
467
00:15:42,399 --> 00:15:43,839
everything else? You know, ideally,
468
00:15:43,839 --> 00:15:44,959
every time you add something to a game,
469
00:15:44,959 --> 00:15:46,720
it's a force multiplayer. It's making
470
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the other stuff even cooler, making the
471
00:15:48,399 --> 00:15:50,880
world seem even richer or more emergent.
472
00:15:50,880 --> 00:15:53,600
So, uh, you know, it's it's important
473
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that as a designer, you're always
474
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keeping in mind the entire design, not
475
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just one little set of it.
1
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Inside of each of us, there's a
2
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subconscious.
3
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There's a whole region of who you are
4
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that is in some sense inaccessible to
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you, but drives your behavior.
6
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The game I'm working on now, it's called
7
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Proxy. And my core motivation there is
8
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can I build a gameplay experience, an
9
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entertainment experience where the
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computer is actively trying to gain a
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deeper understanding of the player
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primarily through the player's past
13
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experiences through their memories. Can
14
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I kind of interpret the memories of your
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life, the most important memories that
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made you who you are? And from that come
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to some understanding of how you think,
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what makes you behave the way you
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behave,
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why you connect these certain things in
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your mind that most people don't
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connect,
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what drives your interests, you know,
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how much can I get a computer to learn
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that about you? And then try to build a
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representational avatar of your IT, of
27
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your subconscious that you can now
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interact with. And as it learns more and
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more about you, it kind of in some sense
30
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comes to life and can now interact with
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other people's ids kind of
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asynchronously, uh, it can go off in the
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world and interact with your friends or
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with, you know, real or historic or
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fictional characters. You know, how does
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your proxy get along with Homer
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Simpson's proxy or, you know, the Pope's
38
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proxy or Mother Teresa? I want to know,
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can we build a map of that? Can we start
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to understand it? We build, you know, a
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structural description of how this thing
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works and the connections it makes and
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what makes you different from another
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person. How is your id different than
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that person's id? How does it make you
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behave in a situation differently than
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they behave? Uh if we can start getting
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that level of understanding and we're,
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you know, I think that analyzing
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memories and life experience is the path
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there. And I'm not sure about this. This
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is just kind of my my theory. Um but
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that's kind of what we're trying to do
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with proxy.
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Today we're going to walk through the
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process of creating a game prototype.
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Basically, we're always doing this to
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answer some specific question about the
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design that we're working on. Uh I'm
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here with uh my programmer Zegmo and
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we're working on this project here. And
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in this project, the user is creating
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memories that come into this world and
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basically turn into this kind of
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landscape. And this is what we have so
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far. We're trying to figure out how
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should these memories come into the
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world. Right now, when I create a
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memory, it just kind of pops randomly
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into the world, right?
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Yeah. Yeah.
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Yeah. It feels like it should be more
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tangible, though, like this world really
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should have more rules and more specific
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interactions.
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Yeah.
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So, uh I want to prototype something
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where we try different ways to bring new
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memories into the world here. I've been
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kind of thinking about the idea of maybe
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they come in on boats because it's
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supposedly ocean here.
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Yeah. And they can wander around and try
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to find a good place to land or
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something.
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Yeah. We could actually maybe have when
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I create a new memory, it actually is on
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a little boat coming into the world and
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it sails around kind of looking for a
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place to live. You know, it I'm sitting
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here, you know, seeing this little boat
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and I want to put it somewhere
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and as I'm looking at this world, I get
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the opportunity, in fact, I have to
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offload the memory and as I do, it will
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actually kind of change the terrain.
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It'll actually make continents bigger,
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change the form, and then the boat just
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kind of disappears. The boat's really
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just kind of like the messenger, but
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then it feels more tangible, right?
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Yeah. Uh, so I think if we can kind of
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prototype this, you know, this little
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world with, you know, landscapes, but at
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the same time have new memories come in
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as boats and let me kind of manipulate
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the memories off the boats. Let's just
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see how that feels.
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So, show me how this works.
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Yeah. So, the players just created new
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memory and they've come back and so
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we're going to simulate this with a
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simple button press.
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All right.
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And so, here's a new memory they just
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made.
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Okay. And what do I do with it?
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Yeah. So, it's wondering around.
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Hopefully, you want to touch it.
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Do I grab it?
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Yeah. So, there you go.
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Oh, I see. So, I pulled the memory off.
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Oh, it made it
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terrain, right?
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Okay. So, can I put more boats in there?
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Yeah. So, they made a couple new
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memories.
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More. Oh, two boats.
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Maybe they made two and then they came
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back to this area.
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And so, basically, I'm grabbing the
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memory off the boat. Oh, I see. As I
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move it around, I get a sense of the
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landscape. Huh.
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Yeah. Try some good feedback so you know
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Yeah.
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what the connections are.
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Oh, and I actually get to see the train
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before I release it. That's okay. That's
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different. That's kind of cool. Um, I
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like the tangibility of this. Uh, these
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buds could have a lot more elaborate
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rules if we wanted to.
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Path finding. Sure.
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Yeah. We could have shipwrecks. We could
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have collisions. Uh, the buds, you know,
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maybe have path finding and gravitate
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towards certain areas where it thinks it
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wants the memory to be.
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I could tell you that in another
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iteration. Sure.
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Yeah. So, this is adding a certain level
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of tangibility to our world. And, you
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know, kind of going with that landscape
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metaphor a little bit more heavily. Mhm.
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I'm going to play with this a bit
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longer, but I think this is actually a
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good direction for us to go now. I think
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maybe we're done with this prototype.
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I'd like to play with it a little bit
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longer and figure out, you know, do we
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want to elaborate on this prototype or
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maybe go to another one? But I think
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right now this feels much Oh, I got to
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turn all this stuff down.
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Yeah, you know, I had some time. I
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finished a little early. So, I'll throw
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in a little fun thing like that.
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Well, actually, I mean, that's an
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interesting idea. It could be that the
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memory type is somehow related to the
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vessel. You know, I hadn't thought about
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that, but just playing with this
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prototype.
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Just because you threw that in there
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makes me think that, you know, somehow
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the system could actually look at the
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memory type you're doing, put it on a
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sailing ship, on a motorboat, on a
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turtle, whatever. Yeah.
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Uh so it could have different kind of
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classes of memory.
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Yeah, I could definitely add that if we
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want to iterate on this one more time.
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That would not be hard to to test out.
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Sure.
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Okay. We might do one more iteration on
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this prototype, but I think uh this
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clearly kind of answers this feels a lot
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better than it was before.
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Yeah, definitely.
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And it's a fairly simple code fix,
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right? I mean to actually realize this.
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Yeah, I could do another less than a
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day. I could Okay.
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What you're talking about?
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Sure.
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So, in this case, we've established
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basically a resolution to this question
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of how new memories come into the world.
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And just playing with this for a few
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minutes, I can clearly see that it feels
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much better than what we were doing
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before. And not only that, but it uh
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based on just some things that Zegma
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threw in there, it kind of inspired me
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to think in a different design direction
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slightly. So, I'd say this, you know,
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was a very worthwhile prototype for the
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amount of time spent. And again, it's
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not like we spent a lot of time on this
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prototype, but uh it gives us much more
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clarity on going down the design branch.
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So, I think the prototypes like this are
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really helping us explore the space much
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faster and more efficiently. Yeah.
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Um, we're still basically in an overhead
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world here.
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And I think one of the other things
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we're going to want to prototype is
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different renderings of the world,
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whether we go to 3D isometric.
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Yeah.
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Uh, where the full camera rotation and
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all that. It's going to be a real
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balance there, I think, between
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legibility of the world and, you know,
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the player being able to do interesting,
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exciting things in there without having
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to worry about the camera angle,
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right? Uh,
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well, if we're looking at doing a 3D
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version, I could take another day or two
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to a very simple version where just
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simple objects, basic terrain
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generation, and just dragging things
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around and see how we like that.
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Uh, if we can do it without the user
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getting too involved in the c the camera
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manipulation is the key. So perhaps just
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lock it to like 90° 45°.
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So freeze them from that constraint but
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focuses on just where you placing in the
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world,
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right? But also this landscape, you
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know, it's kind of a pneummonic. So as I
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get a sense of that landscape, all a
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sudden you rotate it looks different to
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me. And I, you know, the memory that I
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put in the upper right corner is now in
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the lower left corner.
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And so that's why I'm a little reticent
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to go to full 3D or at least constrain
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the camera direction, but we could still
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kind of tilt it back. I got some pitch
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on it.
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Okay. So no rotation, just locked
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orientation. I got you. and just had
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that sort of gradual pitch that
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and probably we're definitely going to
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want some amount of zoom in. So the zoom
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might be relative to the pitch of the
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camera. So maybe one of the things we
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might want to prototype is a world like
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this where I can now, you know, zoom in,
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have the camera pitch change with the
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zoom, pull back out, get the overhead
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map.
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Uh then I think we've gone a long way
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toward establishing kind of the user
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interaction and the look and feel that
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we now have to kind of produce, you
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know, at a production level. Yeah, I
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think those simple restrictions would
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help me produce it faster. So that's
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idea.
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Yeah. Yeah. And again, we don't want to
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spend more than a few days a week at the
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most on, you know, prototyping that.
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Yeah. And if we had that plus this
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prototype,
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now we're well on our way to kind of
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knowing what's happening in that world,
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what the affordances are,
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how the users, you know, picking the uh
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the camera angle and all that stuff.
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And, you know, I think it won't take too
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many more prototypes like this to get
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pretty far down the design tree and we
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can actually start committing real
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resources to it.
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Sounds good.
1
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Well, as you work on a project, you
2
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know, at early stages, you're going to
3
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want to just get a sense of what does
4
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this thing feel like for me to interact
5
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with or the other people on my team. How
6
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do we feel about interacting with this
7
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very simple little system? Uh, sometimes
8
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it might not even be a prototype that we
9
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made or it might be a game we pulled off
10
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the shelf. You know, what do we like
11
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about that game or this game? Those are
12
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the cheapest prototypes really. If you
13
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can find some other game that has some
14
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aspect of what you want to include, then
15
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as you start building something, you'll
16
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start building not just the system, but
17
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also the interface, the player controls.
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Typically, you'll want to bring in a few
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people who play games but have never
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seen this just to figure out the
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interface. You know, can they understand
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the control scheme you've got? Does that
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make sense to them? Can they understand,
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you know, reading the topography, the
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landscape? You know, do they have some
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sense of what they're supposed to do?
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you know what occurs to them as you drop
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them into this environment. So it's
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actually u can become a fairly granular
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process. It's not like you know we build
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the game build the game now we start
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play testing. It's really like we're
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building prototypes from the very
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beginning that we're testing ourselves
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and then over time starting to test
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little game parts with a few people you
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know here and there and eventually we're
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bringing in larger groups and maybe even
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at some point hundreds of thousands of
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capturing metrics and building these
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fairly complex diagrams of them moving
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through the game space.
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This is the first time you really have a
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little bit of a peak into the player's
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mind about how they're going to interact
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with this thing that you've built. You
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know, as a designer, you kind of had
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this idea all along that I'm going to
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give them this. They're going to be able
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to do A, B, and C. They're going to try
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to get to D, whatever. You know, this is
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what you're kind of imagining. And as I
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am a designer, I'm trying to imagine,
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you know, what would I enjoy? how would
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I think about this? But I put it in
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front of somebody else and right off
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that you start learning things. You know
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that maybe that wasn't as easy as you
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thought or they're not even trying to
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get to D, they're trying to get to F
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over there for some reason. And you go
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back and revisit your assumptions or
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maybe ask them why, you know, what did
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they see that caused them to think that
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way or maybe there was just something
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they thought of that you didn't that
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would be really cool to try, you know,
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and then again, you're learning. So I
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think that uh this is you know we're for
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the first time designers taking this
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concept out of their head and trying to
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put it into other people's heads and
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seeing how it fits.
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It's frequently very hard to kind of
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imagine the way other people are going
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to see or understand what you've made in
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a game. Uh, and there's really no
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replacement for actually testing it. Uh,
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we did a lot of what we called Kleenex
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testing where we'd bring people in who
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had never seen the game before, put them
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in front of it with absolutely no
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instructions and just watch what they
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start doing uh, and see where they fail.
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See what's obvious. A lot of times, you
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know, it's so obvious to you that they
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should press the red button, but it will
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not even occur to them to press the red
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button. and you sit there and watch 10
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people not press the red button and you
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start realizing, okay, that's not the
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typical person's understanding of the
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way this thing works. One thing that was
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very important is so we put two people
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in front of one computer. Uh if you put
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one person in front of a computer,
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they'll sit there, but they don't talk.
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They just get very quiet. You don't know
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what they're thinking. If you take two
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people and they have to know each other,
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there might be friends or spouses or
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whatever. Um they'll be talking
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non-stop. You know, press the red
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button. No, not the red one. That makes
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that happen. Oh, no it doesn't. And
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they'll be explaining to each other what
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they think. And so those two people, you
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just sit back and listen to what they're
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saying and you understand how they
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understand the game in front of them.
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After we use these people and learn
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these things, we go back, you know, we
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make the red button more prominent or
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whatever. Then we never use them again.
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We bring in a whole different set of
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people who again have never seen the
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game before. So, you know, they're kind
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of unpolluted. That's why we call it
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Kleinex testing. We use the tester once
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and throw them away. But, uh, there's
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really no replacement for that. And it's
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amazing as a designer how frustrating in
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some ways it is to sit back and watch
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these people not do the obvious thing
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you were sure they were going to do.
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Instead, they're all doing this other
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thing. And you have to adapt to that and
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start realizing, okay, well, the model
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that they're coming to this game with is
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different than what I was thinking. Uh,
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so that's probably the most important
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thing.
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Play tests. Usually it's, you know, a
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large room. The designers are sitting,
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you know, kind of back a few feet away.
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And there'll be five or six different
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workstations set up. In front of each
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workstation, we'll have two people,
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again, people that know each other,
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friends, spouses, whatever. We put, you
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know, each group down. We give them
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some, you know, very, very rough sense.
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Oh, here's a game about controlling
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little people or here's a game about
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building cities. Um, and then we just
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turn it on and from that point on, we
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don't say a word unless they have some
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technical problem. They'll sit there as
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a pair and try to basically figure out
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how the game works. What do we do here?
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What does that do? You know, maybe
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that'll make this happen. Uh, and the
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designers will kind of rotate, you know,
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and just be listening over their
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shoulder to each group. The designers
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also at that point are not interacting
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with each other. You know, typically
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this will be a design team of three or
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four designers and we're all coming to
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our own conclusions independently
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observing this group. After it's all
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over, the designers, you know, will sit
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down, kind of collate their notes and
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then we will come together as design
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group and say, "What did you see?" You
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know, what were our biggest issues? And
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usually it's pretty clear that there'll
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be one or two or three things that we
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all agree on. We all agree that, you
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know, that was not obvious. This was too
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hard. They didn't enjoy this part. Uh,
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and those are the things we focus on,
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you know, for the next iteration, which
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might be a few weeks from then. You
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know, these become design risks for us.
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You know, we're always mitigating and
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triaging design risks. These are now the
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top three design risks we've discovered
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from our play testing. We will pick
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action items. How can we basically
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mitigate those risks effectively, very
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rapidly do that, you know, and the next
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time we bring in a group, we see if we
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were right. And if we're right, the next
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group is going to have three different
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risks, you know, and we're repeating
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that over and over. Always basically
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looking at the top risk, you know, the
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top thing that people were not getting,
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not enjoying, getting confused about,
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whatever it might be. Uh, and basically
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attacking it.
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to test the engagement, uh, you have to
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have so much of this really kind of
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coming together as a whole. And it's so
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far down the path that, uh, the early
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testing is really nothing to do with
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that. You know, the early testing is, do
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they know how to operate this windshield
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wiper or that headlight control? That's
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not going to tell you how well the car
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drives. Uh as a designer though, this is
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where I think your vision has to carry
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you through. Not just your vision, but
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your ability to communicate that vision
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to the other stakeholders in the project
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that you know I know that if we can get
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the windshield wipers working and the
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steering wheel and the brakes and all
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that that way over here somewhere, this
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is going to be a really cool car to
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drive. And that really is going to be
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more right now instinct, you know, and
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salesmanship on your part as a designer.
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as you get later on the process now you
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know and you have your working
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windshield wiper control and your
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steering wheel and your brakes and all
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that now you need to put those things
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together and actually say okay now let's
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start getting some sense that this
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actually will be engaging and as soon as
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possible try to get you know some set of
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these things working together as a whole
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such that you can sit back and see
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another person actually enjoy it start
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building the model and start trying to
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head for the goals and get that flow
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state that you're really trying to
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achieve as a designer
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When you put a tester in front of your
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game, you know, they are not going to
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sit there and tell you exactly what
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you're hoping to hear. You know, they're
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having an experience and you can, you
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know, again, by putting them with
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somebody else, have them verbalize their
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experience. But as a designer, you have
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to kind of decipher that. You know, you
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have to understand they say, "I think
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it's really frustrating doing this, but
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what they might really mean is they wish
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they had another option to do that
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instead." You know, so a lot of times
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what they will express directly and a
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lot of times they'll come back and say,
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"Oh, I want, you know, X, Y, and Z."
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They'll start describing solutions to
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you rather than the problem, you know, I
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would love this game if I only had, you
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know, a jetpack and a laser beam, you
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know, but in fact, what they're really
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mean is that they don't like getting
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stuck on the ground level when they want
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to climb that mountain. So you have to
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distinguish them offering you solutions
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and from you know what do those
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solutions what problem does that
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actually point back to and that's the
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problem you need to solve as a designer
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because probably their solutions suck
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but the problem they're referencing
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doesn't that problem is real
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well when you're looking at a play test
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uh the signal noise issue really is
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going to be a matter in some sense of
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data you You know, if you do enough
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testing with enough people, you'll start
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to be able to distinguish the signal
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from the noise just because that's
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consistent. You know, the noise is all
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over the place random. But when the same
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five people are all saying they didn't
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know to press the red button, but then
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they give you totally different feedback
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on everything else, you know that the
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red button is definitely signal. Uh, and
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I think that signal comes in two
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dimensions, which is why I was kind of
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saying that you want to uh listen, you
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know, to what all these groups have in
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common. What problems and frustrations
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are they all having in common? But also
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as designers when you go back and
285
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compare notes you know what problem do
286
00:09:24,560 --> 00:09:27,519
all the designers agree that is pointing
287
00:09:27,519 --> 00:09:29,360
to you know because this designer might
288
00:09:29,360 --> 00:09:31,279
think oh that problem is you know their
289
00:09:31,279 --> 00:09:33,279
character creator this problem is their
290
00:09:33,279 --> 00:09:34,959
navigation system you know but if all
291
00:09:34,959 --> 00:09:37,040
the designers can agree that those
292
00:09:37,040 --> 00:09:39,120
results point to the same problem now
293
00:09:39,120 --> 00:09:41,680
that signal for sure too often you know
294
00:09:41,680 --> 00:09:43,040
you're expecting your players to be game
295
00:09:43,040 --> 00:09:44,720
designers when a player is describing to
296
00:09:44,720 --> 00:09:46,160
you that in their head if you added
297
00:09:46,160 --> 00:09:47,519
garbage systems it would be so much
298
00:09:47,519 --> 00:09:49,839
cooler they're imagining it a certain
299
00:09:49,839 --> 00:09:51,200
way that's probably not the way it works
300
00:09:51,200 --> 00:09:52,959
or the way you're thinking about it. But
301
00:09:52,959 --> 00:09:54,240
if you can understand kind of why
302
00:09:54,240 --> 00:09:55,279
they're saying that, what, you know,
303
00:09:55,279 --> 00:09:57,839
what limitation or failure or flat sput
304
00:09:57,839 --> 00:09:59,760
are they hitting that makes them think
305
00:09:59,760 --> 00:10:02,720
that that addition would make it better.
306
00:10:02,720 --> 00:10:04,800
Uh, then that's good, you know, and a
307
00:10:04,800 --> 00:10:06,080
lot of times sometimes they're telling
308
00:10:06,080 --> 00:10:08,240
you to add stuff and in fact it's about
309
00:10:08,240 --> 00:10:10,399
removing stuff. Uh, a lot of times
310
00:10:10,399 --> 00:10:11,600
you've got too much stuff, too much
311
00:10:11,600 --> 00:10:13,360
noise from the player's point of view.
312
00:10:13,360 --> 00:10:15,680
One of my favorite quotes uh about
313
00:10:15,680 --> 00:10:18,079
Japanese gardening is that your garden
314
00:10:18,079 --> 00:10:19,839
is not complete until there is nothing
315
00:10:19,839 --> 00:10:23,560
else that you can remove.
316
00:10:28,320 --> 00:10:30,480
Engagement is one of those things that
317
00:10:30,480 --> 00:10:32,079
uh
318
00:10:32,079 --> 00:10:35,920
has a very wide range. Uh when we
319
00:10:35,920 --> 00:10:38,000
initially have prototypes and we bring
320
00:10:38,000 --> 00:10:41,040
players in to try it out, uh it's more a
321
00:10:41,040 --> 00:10:42,160
matter of getting them to stay there in
322
00:10:42,160 --> 00:10:43,120
front of the computer, keep playing it,
323
00:10:43,120 --> 00:10:45,200
keep playing it, keep playing it. Um
324
00:10:45,200 --> 00:10:46,560
toward the end, if you're really kind of
325
00:10:46,560 --> 00:10:48,240
starting to nail it, it's a matter of
326
00:10:48,240 --> 00:10:49,760
you trying to pull them away from it.
327
00:10:49,760 --> 00:10:52,399
Okay, time to stop. Time to stop. Uh I
328
00:10:52,399 --> 00:10:53,519
think, you know, right off the bat,
329
00:10:53,519 --> 00:10:54,720
there are a couple like very simple
330
00:10:54,720 --> 00:10:56,640
little tricks. A lot of times, if I'm
331
00:10:56,640 --> 00:10:58,160
showing somebody a game and I'm, you
332
00:10:58,160 --> 00:11:00,480
know, actually playing it, explaining
333
00:11:00,480 --> 00:11:02,079
how it works, if they all of a sudden
334
00:11:02,079 --> 00:11:03,279
want to grab the mouse and say, "Let me
335
00:11:03,279 --> 00:11:05,040
try. Let me try." or if I see a game
336
00:11:05,040 --> 00:11:06,160
that somebody's showing me and all a
337
00:11:06,160 --> 00:11:08,079
sudden I feel the urge to, hey, let me
338
00:11:08,079 --> 00:11:10,000
see if I can do it. That's a great
339
00:11:10,000 --> 00:11:11,279
measure right there. You know, right off
340
00:11:11,279 --> 00:11:12,720
the bat, just by watching somebody play
341
00:11:12,720 --> 00:11:14,480
it, I've understood enough to think
342
00:11:14,480 --> 00:11:16,720
that, you know, I want to go in and try
343
00:11:16,720 --> 00:11:18,320
something. You know, I have some of the
344
00:11:18,320 --> 00:11:20,399
model. In fact, this starts even before
345
00:11:20,399 --> 00:11:21,680
you see somebody playing it, it starts,
346
00:11:21,680 --> 00:11:22,959
you know, maybe when you see the box or
347
00:11:22,959 --> 00:11:24,720
see an ad for it, you know, at that
348
00:11:24,720 --> 00:11:25,920
point you're starting to say, "Hey, that
349
00:11:25,920 --> 00:11:27,120
sounds fun. That sounds kind of cool. I
350
00:11:27,120 --> 00:11:28,800
want to try it." You know, so that's a
351
00:11:28,800 --> 00:11:30,560
certain level of engagement right there.
352
00:11:30,560 --> 00:11:31,920
And then later down the road, if you
353
00:11:31,920 --> 00:11:34,399
have, you know, something really good,
354
00:11:34,399 --> 00:11:35,680
you'll start having people writing you
355
00:11:35,680 --> 00:11:36,720
back that I was up all night playing
356
00:11:36,720 --> 00:11:38,000
this thing and I couldn't stop it. I
357
00:11:38,000 --> 00:11:39,200
didn't realize it was 5 in the morning,
358
00:11:39,200 --> 00:11:40,720
whatever. That means you really kind of
359
00:11:40,720 --> 00:11:43,839
nailed it. Uh, but I think along the
360
00:11:43,839 --> 00:11:45,920
way, you know, again, there going to be
361
00:11:45,920 --> 00:11:47,120
uh certain players that maybe just love
362
00:11:47,120 --> 00:11:48,880
what you've made, a few that hate it, or
363
00:11:48,880 --> 00:11:50,079
maybe it's the other way around. most
364
00:11:50,079 --> 00:11:52,160
people hate it, but if you love it and
365
00:11:52,160 --> 00:11:53,600
you need to be willing to kind of
366
00:11:53,600 --> 00:11:55,680
experiment by, you know, changing a few
367
00:11:55,680 --> 00:11:57,200
rules or a few parameters or making the
368
00:11:57,200 --> 00:11:58,720
game a little more dynamic in terms of
369
00:11:58,720 --> 00:12:00,720
the player choosing to try and balance
370
00:12:00,720 --> 00:12:02,480
that out. And there's really no
371
00:12:02,480 --> 00:12:03,839
substitute for capturing, you know,
372
00:12:03,839 --> 00:12:05,920
metrics. If you can capture metrics on a
373
00:12:05,920 --> 00:12:08,079
large number of players, you can really
374
00:12:08,079 --> 00:12:10,800
balance this out nicely, you know, over
375
00:12:10,800 --> 00:12:13,120
a wide range of people. Uh it used to be
376
00:12:13,120 --> 00:12:15,279
much more anecdotal. You know, we would
377
00:12:15,279 --> 00:12:17,040
sit and watch 10 people do it and try to
378
00:12:17,040 --> 00:12:19,200
go with our gut instinct in engagement
379
00:12:19,200 --> 00:12:20,639
and difficulty. You know, some of it
380
00:12:20,639 --> 00:12:22,160
could be player moderated. The player
381
00:12:22,160 --> 00:12:23,680
chooses to go down this path, which is
382
00:12:23,680 --> 00:12:25,600
more difficult. Uh or they choose to
383
00:12:25,600 --> 00:12:27,760
just sit back here and enjoy this. If
384
00:12:27,760 --> 00:12:29,519
they're enjoying it, again, you know,
385
00:12:29,519 --> 00:12:31,279
that's engagement. Uh it doesn't have to
386
00:12:31,279 --> 00:12:32,560
be challenging to be engaging. Some
387
00:12:32,560 --> 00:12:33,760
people like to do creative weird
388
00:12:33,760 --> 00:12:36,000
experiments. Uh and they find that very
389
00:12:36,000 --> 00:12:37,600
engaging. You know, other players are
390
00:12:37,600 --> 00:12:39,120
going to want continual challenge all
391
00:12:39,120 --> 00:12:41,120
the time as fast as possible. letting
392
00:12:41,120 --> 00:12:43,120
that be player moderated is probably the
393
00:12:43,120 --> 00:12:45,279
best choice. Um there are things where
394
00:12:45,279 --> 00:12:46,720
you actually see the players like trying
395
00:12:46,720 --> 00:12:47,920
to make achievement and getting
396
00:12:47,920 --> 00:12:49,360
frustrated. They're failing too often
397
00:12:49,360 --> 00:12:50,800
and that's where I think the metrics
398
00:12:50,800 --> 00:12:52,639
come in a little more heavily. You can
399
00:12:52,639 --> 00:12:54,160
actually kind of measure you know how
400
00:12:54,160 --> 00:12:55,839
many people are filling the first time,
401
00:12:55,839 --> 00:12:59,040
the second time, the third time. Uh and
402
00:12:59,040 --> 00:13:01,200
I think that's something where it's a
403
00:13:01,200 --> 00:13:03,040
little more metric driven, but also it's
404
00:13:03,040 --> 00:13:04,959
player kind of categorized. You know,
405
00:13:04,959 --> 00:13:05,839
certain players are going to go down
406
00:13:05,839 --> 00:13:06,959
that path, other ones are going to be
407
00:13:06,959 --> 00:13:08,240
different. So the metrics will be very
408
00:13:08,240 --> 00:13:10,000
different for those types of players.
409
00:13:10,000 --> 00:13:11,279
And that's where as designer you have to
410
00:13:11,279 --> 00:13:12,720
kind of sit back and say, okay, you
411
00:13:12,720 --> 00:13:14,240
know, here we're dealing with the trophy
412
00:13:14,240 --> 00:13:15,839
seekers, here we're dealing with the
413
00:13:15,839 --> 00:13:17,839
socializers, whatever it is, however you
414
00:13:17,839 --> 00:13:19,120
choose to categorize your different
415
00:13:19,120 --> 00:13:21,200
players, um you need to understand that
416
00:13:21,200 --> 00:13:25,079
they're going to have different metrics.
417
00:13:30,000 --> 00:13:32,160
Sid Meer had a great quote is that uh
418
00:13:32,160 --> 00:13:33,839
some games you design for the players
419
00:13:33,839 --> 00:13:36,079
and some games you design for yourself.
420
00:13:36,079 --> 00:13:38,480
And uh I experienced that I think with a
421
00:13:38,480 --> 00:13:40,480
game I did way back called Sim Earth.
422
00:13:40,480 --> 00:13:42,160
You know I got fascinated with building
423
00:13:42,160 --> 00:13:44,160
this elaborate model of the planet earth
424
00:13:44,160 --> 00:13:46,959
and the climate and the you know the
425
00:13:46,959 --> 00:13:49,279
oceans and the life forms and everything
426
00:13:49,279 --> 00:13:52,320
the geology and uh you know it was a
427
00:13:52,320 --> 00:13:53,920
pretty cool little model for its time
428
00:13:53,920 --> 00:13:56,399
running on a PC and it had all these
429
00:13:56,399 --> 00:13:57,680
little controls where you could adjust
430
00:13:57,680 --> 00:13:59,519
things about the planet. Uh, but it was
431
00:13:59,519 --> 00:14:01,440
very complex, you know, as a model. And
432
00:14:01,440 --> 00:14:02,800
I really enjoyed kind of playing with
433
00:14:02,800 --> 00:14:05,440
that model. But, uh, later I realized as
434
00:14:05,440 --> 00:14:06,399
we were putting this in front of
435
00:14:06,399 --> 00:14:07,600
players, you know, it was kind of like
436
00:14:07,600 --> 00:14:09,680
putting them in the cockpit of a 747
437
00:14:09,680 --> 00:14:11,199
that's in a tail spin heading to the
438
00:14:11,199 --> 00:14:12,959
ground and all the gauges are spinning.
439
00:14:12,959 --> 00:14:14,320
No matter what they do, it's going to
440
00:14:14,320 --> 00:14:15,920
crash. You know, they try everything
441
00:14:15,920 --> 00:14:17,360
they they can think of and it still
442
00:14:17,360 --> 00:14:18,480
crashes. You know, that's kind of what
443
00:14:18,480 --> 00:14:20,480
it felt like to the players. I got so
444
00:14:20,480 --> 00:14:22,079
caught up in the idea of building this
445
00:14:22,079 --> 00:14:24,160
little, you know, planetary model on a
446
00:14:24,160 --> 00:14:27,920
computer for myself. And uh I think that
447
00:14:27,920 --> 00:14:30,240
you know kind of reinforces the idea of
448
00:14:30,240 --> 00:14:33,920
testing but also as a game designer uh
449
00:14:33,920 --> 00:14:35,120
you have to be able to kind of go back
450
00:14:35,120 --> 00:14:36,560
to the drawing board when you see people
451
00:14:36,560 --> 00:14:38,639
interpret what you've done uh in a
452
00:14:38,639 --> 00:14:39,920
totally different direction. The Sims is
453
00:14:39,920 --> 00:14:42,000
a better example of that where you know
454
00:14:42,000 --> 00:14:44,000
I was so fixated on the architecture and
455
00:14:44,000 --> 00:14:45,120
then we started putting in front of a
456
00:14:45,120 --> 00:14:47,120
few people and saw how fascinated they
457
00:14:47,120 --> 00:14:48,320
were and it makes sense that they were
458
00:14:48,320 --> 00:14:50,160
fascinated basically messing with these
459
00:14:50,160 --> 00:14:52,720
little Sims. um the house is a backdrop
460
00:14:52,720 --> 00:14:54,399
for it and it was one of the kind of
461
00:14:54,399 --> 00:14:56,399
challenges and became an integral part
462
00:14:56,399 --> 00:14:58,560
of the gameplay. But the real focus of
463
00:14:58,560 --> 00:15:00,320
the game that the average player came to
464
00:15:00,320 --> 00:15:02,639
it with was on messing with the people.
465
00:15:02,639 --> 00:15:04,079
And so as a game designer, I had to kind
466
00:15:04,079 --> 00:15:05,199
of sit back and say, "Okay, look, you
467
00:15:05,199 --> 00:15:07,360
know, I think that really, you know, is
468
00:15:07,360 --> 00:15:08,959
the way I need to go with this," which I
469
00:15:08,959 --> 00:15:10,880
did. So I think you need to kind of be
470
00:15:10,880 --> 00:15:12,959
able to revisit your assumptions at the
471
00:15:12,959 --> 00:15:15,040
very beginning. uh when you see the way
472
00:15:15,040 --> 00:15:19,399
people are interpreting what you've done
473
00:15:24,240 --> 00:15:26,079
I think in terms of the people we would
474
00:15:26,079 --> 00:15:28,240
type to bring in initially it's going to
475
00:15:28,240 --> 00:15:29,680
be a pretty wide range of people but
476
00:15:29,680 --> 00:15:31,360
still we have some sense of this is a
477
00:15:31,360 --> 00:15:32,480
game that you know older people will
478
00:15:32,480 --> 00:15:34,560
enjoy younger once we get a sense of
479
00:15:34,560 --> 00:15:36,720
like where it's really uh hitting the
480
00:15:36,720 --> 00:15:38,240
mark we can get a little bit more
481
00:15:38,240 --> 00:15:39,360
specific about the kind of people we
482
00:15:39,360 --> 00:15:40,480
want to bring in maybe we want to bring
483
00:15:40,480 --> 00:15:42,639
in more women or more younger players
484
00:15:42,639 --> 00:15:44,480
whatever that is uh and get more
485
00:15:44,480 --> 00:15:45,839
detailed in terms of, you know, also
486
00:15:45,839 --> 00:15:46,959
maybe these are people that are really
487
00:15:46,959 --> 00:15:48,800
creative. They're not so much achievers,
488
00:15:48,800 --> 00:15:50,079
but they want to do creative stuff in
489
00:15:50,079 --> 00:15:51,680
there. More storytelling, more
490
00:15:51,680 --> 00:15:54,160
customization, more personalization. Uh
491
00:15:54,160 --> 00:15:56,320
this other group might be more into, you
492
00:15:56,320 --> 00:15:58,320
know, advancement and showing off in the
493
00:15:58,320 --> 00:16:00,320
social, you know, groupings, whatever it
494
00:16:00,320 --> 00:16:02,880
is. But, uh that's something that you
495
00:16:02,880 --> 00:16:04,959
kind of again discover over time. And
496
00:16:04,959 --> 00:16:06,320
then as a designer, you can kind of say,
497
00:16:06,320 --> 00:16:07,680
okay, we're going to go down that path
498
00:16:07,680 --> 00:16:09,040
or we're really going to focus on these
499
00:16:09,040 --> 00:16:10,560
people or maybe we want to keep it
500
00:16:10,560 --> 00:16:12,079
broad. we actually want to kind of bring
501
00:16:12,079 --> 00:16:13,279
in those other people that weren't as
502
00:16:13,279 --> 00:16:14,639
interested and try to keep these at the
503
00:16:14,639 --> 00:16:15,839
same time. That's when you're making a
504
00:16:15,839 --> 00:16:18,000
design decision as to which demographic
505
00:16:18,000 --> 00:16:19,920
group you're going to be going after.
506
00:16:19,920 --> 00:16:21,440
But even then, the demographics are
507
00:16:21,440 --> 00:16:24,639
frequently uh very misleading with the
508
00:16:24,639 --> 00:16:26,720
Sims. Again, you know, initially sold
509
00:16:26,720 --> 00:16:28,000
this to gamers. The gamers thought, "Oh,
510
00:16:28,000 --> 00:16:29,199
it's a weird new thing. I'll try it
511
00:16:29,199 --> 00:16:31,360
out." They played it for a few weeks,
512
00:16:31,360 --> 00:16:32,959
and what happened is these were mostly
513
00:16:32,959 --> 00:16:34,639
teenage boys, and what happened is their
514
00:16:34,639 --> 00:16:36,480
sisters were watching them play. Their
515
00:16:36,480 --> 00:16:37,600
sisters for the very first time said,
516
00:16:37,600 --> 00:16:39,199
"Hey, I want to try it." they bring it
517
00:16:39,199 --> 00:16:40,959
to their hand-me-down computer and that
518
00:16:40,959 --> 00:16:42,560
turned out to be our big hit, you know,
519
00:16:42,560 --> 00:16:44,320
initially for the Sims was like
520
00:16:44,320 --> 00:16:46,800
12-year-old girls. So, you can't always
521
00:16:46,800 --> 00:16:48,880
predict and even if you can predict, you
522
00:16:48,880 --> 00:16:50,800
might not hit that target demographic
523
00:16:50,800 --> 00:16:52,000
right off the bat. There might be
524
00:16:52,000 --> 00:16:53,759
actually kind of a viral component to
525
00:16:53,759 --> 00:16:56,079
how it spreads to them. Cuz these
526
00:16:56,079 --> 00:16:57,360
12-year-old girls were not going into
527
00:16:57,360 --> 00:16:58,399
computer stores and buying computer
528
00:16:58,399 --> 00:16:59,839
games. they just happen to see it on
529
00:16:59,839 --> 00:17:03,320
their brother's computer.
530
00:17:08,079 --> 00:17:10,400
In my experience, focus group testing
531
00:17:10,400 --> 00:17:13,120
has been pretty close to useless. Uh,
532
00:17:13,120 --> 00:17:14,959
you know, so many times, you know, we
533
00:17:14,959 --> 00:17:17,439
had focus group many, many years ago and
534
00:17:17,439 --> 00:17:19,520
we had like four game designs that we
535
00:17:19,520 --> 00:17:21,520
were basically just describing to this
536
00:17:21,520 --> 00:17:24,720
audience of gamers. And uh, one of those
537
00:17:24,720 --> 00:17:27,839
four was The Sims. Uh, we described each
538
00:17:27,839 --> 00:17:28,960
one of these game concepts, what it
539
00:17:28,960 --> 00:17:30,320
would be like to play, would they be
540
00:17:30,320 --> 00:17:32,080
interested, would they want to play it?
541
00:17:32,080 --> 00:17:33,760
The other three they all liked, thought
542
00:17:33,760 --> 00:17:35,039
was great. The Sims was the one idea
543
00:17:35,039 --> 00:17:36,480
they all hated. No, I would never play
544
00:17:36,480 --> 00:17:38,400
that. Never touch it. Uh, I don't even
545
00:17:38,400 --> 00:17:39,840
remember the other three games, what
546
00:17:39,840 --> 00:17:40,960
they ended up being, you know, but I
547
00:17:40,960 --> 00:17:43,360
know they weren't a big hit at all. So
548
00:17:43,360 --> 00:17:44,960
um you know in that sense you're kind of
549
00:17:44,960 --> 00:17:48,880
expecting your your players to be
550
00:17:48,880 --> 00:17:50,080
designers you know because when we were
551
00:17:50,080 --> 00:17:52,080
describing the Sims to them I know they
552
00:17:52,080 --> 00:17:54,000
could not unpack it in their head and be
553
00:17:54,000 --> 00:17:55,280
playing in their imagination the game
554
00:17:55,280 --> 00:17:57,120
that I was envisioning and there was no
555
00:17:57,120 --> 00:17:58,480
easy way for us to communicate it to
556
00:17:58,480 --> 00:18:00,240
them. So it doesn't surprise me they
557
00:18:00,240 --> 00:18:01,520
hated it because the game that they
558
00:18:01,520 --> 00:18:02,880
designed based on the description was
559
00:18:02,880 --> 00:18:05,600
horrible. Uh and I think that's the you
560
00:18:05,600 --> 00:18:07,120
know one of the real limits of focus
561
00:18:07,120 --> 00:18:08,960
group testing. Play testing on the other
562
00:18:08,960 --> 00:18:10,240
hand, you know, as soon as we brought a
563
00:18:10,240 --> 00:18:11,440
few people in, the same type of people,
564
00:18:11,440 --> 00:18:12,640
same demographic, and put them in front
565
00:18:12,640 --> 00:18:13,440
of the system where they could
566
00:18:13,440 --> 00:18:15,679
manipulate people and live their little
567
00:18:15,679 --> 00:18:17,600
lives, they loved it. They really had
568
00:18:17,600 --> 00:18:19,360
fun getting in and doing it. So, in that
569
00:18:19,360 --> 00:18:20,799
case, you know, they weren't doing the
570
00:18:20,799 --> 00:18:22,640
heavy lifting of imagining how this
571
00:18:22,640 --> 00:18:24,240
would actually work. You know, we had
572
00:18:24,240 --> 00:18:25,280
already done that. Now, they were
573
00:18:25,280 --> 00:18:28,840
actually in the experience.
574
00:18:33,520 --> 00:18:34,720
People have different definitions of
575
00:18:34,720 --> 00:18:36,080
what beta test is. is, you know, in my
576
00:18:36,080 --> 00:18:37,360
mind, I tend to think of, you know, beta
577
00:18:37,360 --> 00:18:39,520
test is basically roughly your complete
578
00:18:39,520 --> 00:18:41,280
game, you know, with all the components,
579
00:18:41,280 --> 00:18:43,120
all the functionality in it that you're
580
00:18:43,120 --> 00:18:44,559
handing over to people, you know,
581
00:18:44,559 --> 00:18:46,799
usually a fairly large group of people,
582
00:18:46,799 --> 00:18:49,840
and you're basically um confirming, you
583
00:18:49,840 --> 00:18:51,120
know, that it has the right kind of
584
00:18:51,120 --> 00:18:53,360
motivational hooks, the right player
585
00:18:53,360 --> 00:18:56,160
agency involvement, uh, that you thought
586
00:18:56,160 --> 00:18:58,480
it would. Uh, also, you know, a much
587
00:18:58,480 --> 00:18:59,600
more mundane aspect is you're
588
00:18:59,600 --> 00:19:01,280
discovering bugs. You know, where is it
589
00:19:01,280 --> 00:19:02,480
crashing? what are people doing with it
590
00:19:02,480 --> 00:19:04,000
that cause it to do things you didn't
591
00:19:04,000 --> 00:19:05,679
intend, you know, and it might be, you
592
00:19:05,679 --> 00:19:07,280
know, a hard crash or it might be they
593
00:19:07,280 --> 00:19:08,559
just kind of got stuck in this game
594
00:19:08,559 --> 00:19:10,160
space that you didn't never expected
595
00:19:10,160 --> 00:19:11,919
they would get into. And a lot of times
596
00:19:11,919 --> 00:19:13,840
you'll discover things in beta testing
597
00:19:13,840 --> 00:19:15,760
that are, you know, serendipitous
598
00:19:15,760 --> 00:19:17,200
upside. You know that, wow, you know, I
599
00:19:17,200 --> 00:19:18,240
never thought players would do that and
600
00:19:18,240 --> 00:19:19,520
it actually works and it's kind of cool.
601
00:19:19,520 --> 00:19:20,640
So there might be things that you
602
00:19:20,640 --> 00:19:22,080
actually decide to lean into as a result
603
00:19:22,080 --> 00:19:23,360
of beta testing, but that's not the
604
00:19:23,360 --> 00:19:25,120
primary purpose. I think the primary
605
00:19:25,120 --> 00:19:27,200
purpose is making sure that you know in
606
00:19:27,200 --> 00:19:28,480
general this thing is behaving the way
607
00:19:28,480 --> 00:19:31,039
you thought it would at scale and that
608
00:19:31,039 --> 00:19:32,240
you know the players might be fanning
609
00:19:32,240 --> 00:19:34,080
out in different directions in there. At
610
00:19:34,080 --> 00:19:35,120
this point you finally have an
611
00:19:35,120 --> 00:19:36,640
opportunity to get a sense of how many
612
00:19:36,640 --> 00:19:38,160
players are going this way versus that
613
00:19:38,160 --> 00:19:39,840
way. You know maybe in play testing it
614
00:19:39,840 --> 00:19:42,080
might have been five versus four and in
615
00:19:42,080 --> 00:19:43,840
beta testing it turns out to be you know
616
00:19:43,840 --> 00:19:46,080
5,000 versus 1,000. Maybe the ratios are
617
00:19:46,080 --> 00:19:49,440
way off from what you thought.
1
00:00:08,080 --> 00:00:10,559
Sound design is a huge potential force
2
00:00:10,559 --> 00:00:12,800
multiplier. Sound design can, you know,
3
00:00:12,800 --> 00:00:14,240
take a really good game and make it
4
00:00:14,240 --> 00:00:17,240
great.
5
00:00:17,359 --> 00:00:18,800
If you ask a player why the game is
6
00:00:18,800 --> 00:00:20,000
great, they probably won't even tell you
7
00:00:20,000 --> 00:00:22,720
it's because the sound design.
8
00:00:22,720 --> 00:00:24,560
if it is really that good, it'll
9
00:00:24,560 --> 00:00:27,599
probably be unconscious to the player,
10
00:00:27,599 --> 00:00:29,599
but yet it's influencing their emotional
11
00:00:29,599 --> 00:00:30,720
state. You know, they're actually
12
00:00:30,720 --> 00:00:32,079
experiencing the graphics as being
13
00:00:32,079 --> 00:00:33,920
better or the gameplay is being better.
14
00:00:33,920 --> 00:00:35,600
Everything seems better to them because
15
00:00:35,600 --> 00:00:37,120
the sound design is kind of putting them
16
00:00:37,120 --> 00:00:38,960
in the right state of mind. So, the
17
00:00:38,960 --> 00:00:40,079
sound design, I think, is kind of
18
00:00:40,079 --> 00:00:42,800
queuing up the player's imagination in
19
00:00:42,800 --> 00:00:45,040
the right state for everything else to
20
00:00:45,040 --> 00:00:48,440
do its thing.
21
00:00:50,239 --> 00:00:52,000
Sound design is usually the thing that
22
00:00:52,000 --> 00:00:54,160
gets a short shrift in a lot of game
23
00:00:54,160 --> 00:00:55,440
designs. It's kind of like, you know, we
24
00:00:55,440 --> 00:00:56,480
know we have to do the programming, we
25
00:00:56,480 --> 00:00:57,920
know we have to do the art, the UI, and
26
00:00:57,920 --> 00:00:59,440
all that. Oh, by the way, we need to do
27
00:00:59,440 --> 00:01:02,079
sound some point, you know. Uh, but more
28
00:01:02,079 --> 00:01:03,840
and more, I think sound is becoming one
29
00:01:03,840 --> 00:01:05,920
of the really primary, you know, upfront
30
00:01:05,920 --> 00:01:07,680
components of a lot of games. You know,
31
00:01:07,680 --> 00:01:09,040
more and more games are actually based
32
00:01:09,040 --> 00:01:10,799
upon, you know, music or, you know,
33
00:01:10,799 --> 00:01:13,680
that's the overt theme of the game. Uh I
34
00:01:13,680 --> 00:01:15,920
think that um
35
00:01:15,920 --> 00:01:17,600
sound design, you know, if I'm including
36
00:01:17,600 --> 00:01:21,200
music as well, uh is at least as tricky
37
00:01:21,200 --> 00:01:24,400
as the art side of things nowadays and
38
00:01:24,400 --> 00:01:28,040
at least as rich.
39
00:01:32,720 --> 00:01:35,360
I think the primary
40
00:01:35,360 --> 00:01:37,600
indicator for me as to the quality of
41
00:01:37,600 --> 00:01:39,119
sound design is whether I turn the sound
42
00:01:39,119 --> 00:01:41,040
off or not.
43
00:01:41,040 --> 00:01:42,240
You know, there are a lot of games where
44
00:01:42,240 --> 00:01:43,840
it's just like that is annoying as hell
45
00:01:43,840 --> 00:01:45,680
and I turn it off. You know, maybe the
46
00:01:45,680 --> 00:01:48,399
game's fun and I enjoy the game, but uh
47
00:01:48,399 --> 00:01:50,240
really great sound design is something
48
00:01:50,240 --> 00:01:54,079
that I notice. Uh I mean, I'd say that,
49
00:01:54,079 --> 00:01:55,840
you know, good sound design is something
50
00:01:55,840 --> 00:01:57,439
that, you know, okay, it's tolerable.
51
00:01:57,439 --> 00:01:59,600
It's nice. It informs me. It serves its
52
00:01:59,600 --> 00:02:01,759
purpose. Um every now and then I play a
53
00:02:01,759 --> 00:02:03,040
game where the sound design just blows
54
00:02:03,040 --> 00:02:06,560
me away. Uh there was an old old game, I
55
00:02:06,560 --> 00:02:08,160
think it's Clive Barker's Undying. It
56
00:02:08,160 --> 00:02:09,280
was like a horror game and you're going
57
00:02:09,280 --> 00:02:12,000
through this old house and it's dark and
58
00:02:12,000 --> 00:02:14,640
it was a first person kind of scary game
59
00:02:14,640 --> 00:02:16,640
and most of the sound design in there
60
00:02:16,640 --> 00:02:19,599
was like the wind howling. Uh some of
61
00:02:19,599 --> 00:02:20,800
the windows were open. You were seeing
62
00:02:20,800 --> 00:02:24,640
drapes move, creaking, and it was done
63
00:02:24,640 --> 00:02:27,680
so well. uh the blending between the
64
00:02:27,680 --> 00:02:29,200
creaking of your footsteps and the
65
00:02:29,200 --> 00:02:31,360
creaking of the wind and every now and
66
00:02:31,360 --> 00:02:35,959
then a monster would pop out,
67
00:02:36,080 --> 00:02:37,680
but it would be a little bit slightly
68
00:02:37,680 --> 00:02:39,040
different creek and you were starting to
69
00:02:39,040 --> 00:02:40,720
imagine all these things in the
70
00:02:40,720 --> 00:02:42,319
soundsscape that you were about to
71
00:02:42,319 --> 00:02:44,640
encounter. And so they were really
72
00:02:44,640 --> 00:02:46,239
tweaking your imagination with the sound
73
00:02:46,239 --> 00:02:48,400
design in a beautiful way. And every now
74
00:02:48,400 --> 00:02:49,519
and then I see a game that does
75
00:02:49,519 --> 00:02:50,640
something like that that really just
76
00:02:50,640 --> 00:02:54,400
kind of uh the sound is really adding uh
77
00:02:54,400 --> 00:02:57,280
a whole level of dynamics to what I'm
78
00:02:57,280 --> 00:02:59,680
building in my imagination. And I think
79
00:02:59,680 --> 00:03:00,959
that's an indicator of great sound
80
00:03:00,959 --> 00:03:03,959
design.
81
00:03:08,800 --> 00:03:11,440
Within sound design, there are a lot of
82
00:03:11,440 --> 00:03:13,519
components to it. Uh you know, you'll
83
00:03:13,519 --> 00:03:16,080
have sound effects within your world. Uh
84
00:03:16,080 --> 00:03:18,319
typically you'll have music, you'll have
85
00:03:18,319 --> 00:03:20,560
a lot of times user interface sound
86
00:03:20,560 --> 00:03:21,760
effects which are very different from
87
00:03:21,760 --> 00:03:24,319
the end world sound effects. Uh you know
88
00:03:24,319 --> 00:03:29,120
voices, voice acting. Um
89
00:03:29,120 --> 00:03:31,120
so you know across all these things
90
00:03:31,120 --> 00:03:32,239
you're going to have to have somebody
91
00:03:32,239 --> 00:03:33,519
that kind of understands all these
92
00:03:33,519 --> 00:03:35,440
components at some level and brings them
93
00:03:35,440 --> 00:03:37,440
together. Now from the design point of
94
00:03:37,440 --> 00:03:38,959
view, you know, the designer can kind of
95
00:03:38,959 --> 00:03:40,319
say, you know, I want these things to
96
00:03:40,319 --> 00:03:42,319
sound realistic or deep and I want the
97
00:03:42,319 --> 00:03:44,720
interface to be quiet or I want the
98
00:03:44,720 --> 00:03:46,879
voice acting to be like this. That's
99
00:03:46,879 --> 00:03:49,519
something where you really need almost a
100
00:03:49,519 --> 00:03:51,599
jack of all trades, you know, for your
101
00:03:51,599 --> 00:03:53,680
main or only sound person, you know,
102
00:03:53,680 --> 00:03:55,360
somebody who's pretty comfortable at
103
00:03:55,360 --> 00:03:57,280
doing a lot of different things. Uh,
104
00:03:57,280 --> 00:03:59,280
again, I was lucky to work with guy
105
00:03:59,280 --> 00:04:01,599
named Ken Jolly as my sound director.
106
00:04:01,599 --> 00:04:03,200
Um, and you know, he would basically
107
00:04:03,200 --> 00:04:06,560
oversee the music and the sound effects.
108
00:04:06,560 --> 00:04:07,840
A lot of games, you know, the sound is
109
00:04:07,840 --> 00:04:10,080
going to be very localized, very, you
110
00:04:10,080 --> 00:04:11,519
know, in the world. You know, these are
111
00:04:11,519 --> 00:04:12,799
the objects in the world making noise,
112
00:04:12,799 --> 00:04:14,560
and as you move the camera around, they
113
00:04:14,560 --> 00:04:16,239
need to kind of fade up and fade down.
114
00:04:16,239 --> 00:04:17,680
You know, a lot of it's very kind of
115
00:04:17,680 --> 00:04:21,040
tactical like that. Uh, other times it's
116
00:04:21,040 --> 00:04:22,560
more global. It's like, I want to have
117
00:04:22,560 --> 00:04:24,160
this zen experience and I want to hear
118
00:04:24,160 --> 00:04:26,800
this soothing music as I play this and
119
00:04:26,800 --> 00:04:28,479
all the sound effects are going to blend
120
00:04:28,479 --> 00:04:30,880
into the music, you know? So there's
121
00:04:30,880 --> 00:04:33,520
pretty wide variety of approaches
122
00:04:33,520 --> 00:04:34,720
depending on what kind of game you're
123
00:04:34,720 --> 00:04:37,600
doing that you would take to sound. But
124
00:04:37,600 --> 00:04:39,600
uh I think that your sound director
125
00:04:39,600 --> 00:04:41,199
probably has the opportunity to present
126
00:04:41,199 --> 00:04:43,040
you with even more options than your art
127
00:04:43,040 --> 00:04:45,440
director. Uh because it's pretty easy
128
00:04:45,440 --> 00:04:46,960
and quick, you know, to prototype some
129
00:04:46,960 --> 00:04:50,840
of these things on the sound side.
130
00:04:56,080 --> 00:04:57,759
Well, I think for the sound to really
131
00:04:57,759 --> 00:04:59,199
immerse the player effectively in a
132
00:04:59,199 --> 00:05:01,680
game, it has to live alongside, you
133
00:05:01,680 --> 00:05:04,400
know, the art and, you know, even the
134
00:05:04,400 --> 00:05:06,160
player interactions, you know, but it
135
00:05:06,160 --> 00:05:07,520
has to feel like it's part of the same
136
00:05:07,520 --> 00:05:09,280
world. You know, the sound feels
137
00:05:09,280 --> 00:05:11,360
cohesive with what you're seeing on the
138
00:05:11,360 --> 00:05:13,520
screen. Then it comes together and
139
00:05:13,520 --> 00:05:14,960
that's when all a sudden this becomes a
140
00:05:14,960 --> 00:05:16,960
real tangible world and I can kind of
141
00:05:16,960 --> 00:05:20,240
mentally displace myself into it. So, I
142
00:05:20,240 --> 00:05:21,759
think that you can't just deal with the
143
00:05:21,759 --> 00:05:23,919
sound apart from the art. The two
144
00:05:23,919 --> 00:05:25,360
basically have to live in the same kind
145
00:05:25,360 --> 00:05:27,120
of universe together. You know, what's
146
00:05:27,120 --> 00:05:28,880
this world's made of? What's the scale
147
00:05:28,880 --> 00:05:30,320
of this world? Is it, you know,
148
00:05:30,320 --> 00:05:33,600
whimsical? Is it serious? Is it spooky?
149
00:05:33,600 --> 00:05:37,919
Is it uh, you know, fantastical? So, I
150
00:05:37,919 --> 00:05:39,600
think that there's like the style of the
151
00:05:39,600 --> 00:05:41,919
sound, but there's also, you know, how
152
00:05:41,919 --> 00:05:43,360
overt is it? You know, is this, you
153
00:05:43,360 --> 00:05:45,440
know, a very foreground sound? Is it a
154
00:05:45,440 --> 00:05:47,280
background ambience? Is it something
155
00:05:47,280 --> 00:05:49,440
that um
156
00:05:49,440 --> 00:05:51,120
sounds very consistent through the whole
157
00:05:51,120 --> 00:05:52,720
world or is it something that indicates
158
00:05:52,720 --> 00:05:54,880
something special here? That kind of
159
00:05:54,880 --> 00:05:58,080
thing, you know, again, it's it's very
160
00:05:58,080 --> 00:05:59,919
brittle in a way and that, you know,
161
00:05:59,919 --> 00:06:01,600
it's a little bit too much and it
162
00:06:01,600 --> 00:06:02,880
totally blows it. A little bit too
163
00:06:02,880 --> 00:06:04,479
little and you don't hear it and there's
164
00:06:04,479 --> 00:06:06,479
a very very narrow sweet spot I think
165
00:06:06,479 --> 00:06:08,160
that you have to achieve on the sound
166
00:06:08,160 --> 00:06:09,280
design, especially when you're putting
167
00:06:09,280 --> 00:06:11,280
sounds against each other. on the music
168
00:06:11,280 --> 00:06:14,479
side that is you know kind of a much
169
00:06:14,479 --> 00:06:17,360
more subjective decision I think on the
170
00:06:17,360 --> 00:06:21,039
designer's part but um one of the things
171
00:06:21,039 --> 00:06:23,680
we want to do in sport again was to make
172
00:06:23,680 --> 00:06:25,360
each one of these worlds seem unique and
173
00:06:25,360 --> 00:06:28,960
special and uh you know we couldn't
174
00:06:28,960 --> 00:06:30,960
really have music coming from these
175
00:06:30,960 --> 00:06:32,240
little cities that were supposed to be
176
00:06:32,240 --> 00:06:33,919
on different planets playing the same
177
00:06:33,919 --> 00:06:37,600
tune so we decided we took a stab at it
178
00:06:37,600 --> 00:06:40,319
uh and I'd say reasonably successful
179
00:06:40,319 --> 00:06:41,919
We had a generative music system. We
180
00:06:41,919 --> 00:06:44,000
actually had Brian Nino come in and help
181
00:06:44,000 --> 00:06:47,520
us design the music system in uh he had
182
00:06:47,520 --> 00:06:48,800
been actually doing generative music for
183
00:06:48,800 --> 00:06:51,280
many years and he worked with my sound
184
00:06:51,280 --> 00:06:53,039
director Ken Jolly. Kim was actually
185
00:06:53,039 --> 00:06:55,120
coding up these systems that Brian had
186
00:06:55,120 --> 00:06:57,680
been doing manually. And so in fact in
187
00:06:57,680 --> 00:06:58,960
sport you could actually open the little
188
00:06:58,960 --> 00:07:00,720
city hall building and adjust the
189
00:07:00,720 --> 00:07:02,479
parameters of the procedural music. But
190
00:07:02,479 --> 00:07:04,240
every city in fact has a different
191
00:07:04,240 --> 00:07:05,759
little melody played because it's all
192
00:07:05,759 --> 00:07:09,160
computer generated.
193
00:07:20,560 --> 00:07:22,000
in sport. In fact, you know, depending
194
00:07:22,000 --> 00:07:23,919
on where the camera is, how high it is
195
00:07:23,919 --> 00:07:25,919
above the ground, you get kind of a
196
00:07:25,919 --> 00:07:27,680
different layers of effects that would
197
00:07:27,680 --> 00:07:29,120
come in and out. You know, way up high,
198
00:07:29,120 --> 00:07:31,120
you'd get more environmental wind
199
00:07:31,120 --> 00:07:33,039
effects. You know, like you're up in the
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clouds. As you came in, you'd start
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hearing the things, you know, creatures,
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people, whatever, moving on the ground,
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vehicles. Uh, if you came all the way
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down to ground level, there was another
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kind of ambience of almost like, you
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know, gravel going blowing across the
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terrain or, uh, wind, you know, going
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through leaves, that kind of thing. But
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it's actually a fairly technical system.
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And I think more and more of sound
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design in games is getting to that level
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of sophistication.
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And uh so you know I would kind of
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describe to Kent, you know, oh I think
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that should sound more like we're going
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into space. What would it sound like?
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You know, if I was going from the
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atmosphere
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with the camera all the way out into
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space, what would the sound do at that
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point, you know, and we basically had to
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cut out all the environmental sound
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effects and we actually went to music at
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that point, you know, and there was a
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whole different soundtrack for the music
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depending on what scale you were at in
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the space. So we kind of figure out you
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know where does the music inhabit
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different parts of the game and what is
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the transition really the transition
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between those is the trickier part uh
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because especially if the player is
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moving or move the camera between these
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you want a very smooth seamless you know
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sound design and that's why sound feels
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kind of more brittle in a way. It's
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pretty obvious that you know when this
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object goes behind that object it is
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oluded. You know the visuals are pretty
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obvious in terms of where they should
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appear and when they should appear. The
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sound is a lot less obvious.
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It seems like every game you kind of
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expected to have some background song
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playing. Uh, you know, I think that when
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we watch film and somebody scores a
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film, there there typically is, even at
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a very very low ambient level, a little
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bit of a film score kind of running
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through the whole thing, you know. So, I
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think part of this is maybe the
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expectation we bring in from film. Uh, I
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think that um there's maybe this thought
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that, you know, more is always better.
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So, the more music we have playing, the
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longer it plays, the better the game is,
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which isn't necessarily true. I think
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it's in fact a delicate thing. I think
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in terms of how you approach it and you
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bring it in to a product. When I was
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working on the Sims, one of the things I
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really wanted to try and I did try and
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it was a failed try, but it was fun to
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try. I wanted to put a laugh track in.
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And in fact, I put a laugh track in the
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Sims during certain things. And I
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actually started study I spent some
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time, a few weeks researching laugh
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tracks, which turns out to be this
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amazingly secretive thing. There are
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just a few people that really do most of
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the laugh tracks. They're very secretive
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about how they do it and the machines
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they use are customuilt. I mean, it just
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surprised me that it was such, you know,
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a black box. But, uh, yeah, it just
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didn't work, you know. But, and it was
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because it was so abrupt, you know, cuz
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people were building in their head these
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whole little stories of these people
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doing these things and the player
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stories, it would be like, oh, her
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grandmother just died because of this,
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that, and the other all of a sudden
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laugh kicks in, you know, and so it
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would actually interrupt and conflict
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with their stories. And so one of the
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reasons why we never, you know, we took
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it out forever was the fact that we
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realized that it was stepping on the
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player stories that seemed like the most
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emotionally engaging part of the
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product.
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One of the general things I found as a
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designer that's actually very useful is
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that a lot of times we'll hit a problem
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that's seems almost intractable or how
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do we solve this? It's really messy
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problem and so many times we just fall
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back on humor and humor is so underused
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in some ways. Some games, you know, are
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trying to be comedies and all that, but
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uh even just a little bit of humor every
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now and then when you're dealing with a
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hard design problem sometimes can make
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it work okay, you know, in the Sims they
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had to pull things out of drawers or
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whatever, which is really hard to deal
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with. So we had them always reach behind
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their back and pull it out of their
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butt, whatever it was that they needed
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in their hand. Uh, and it became like
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this humorous little kind of uh thing
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cliche about the Sims and The Voice kind
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of supported that a little bit. You
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know, the way they talk, they sound like
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a little teeny little, you know, strange
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people speaking some weird language that
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you never heard of before. So uh I think
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that you know if you know kind of the
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metaphor the unconscious metaphor we
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were promoting was this was a dollhouse
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then you know these wanted to be like
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little tiny people and they want to have
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high pitched little voices and sound
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like little tiny people you know walking
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around inside a little dollhouse. Uh
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again this is kind of a little bit more
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subconscious subtle but I think it kind
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of supported the idea that you're
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dealing with a little toy world in front
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of you and little toy people that you're
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manipulating.
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friend of mine designed this game that
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we published called Sim Life many years
336
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ago and it was an evolution game, fairly
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serious evolution game, you know,
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actually tracking the genetics of these
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little creatures and they could, you
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know, mutate and evolve over time. One
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thing he just threw in at the last
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second before he shipped the game is
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that whenever two creatures came and
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mated, you know, at first they would
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just kind of do this little mating uh
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animation that was, you know, very PG.
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He threw in the sound effect that uh he
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made with his wife, I think, but
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basically a little sound effect was like
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la, you know, just a little silly little
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thing.
352
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And everybody who played that game, that
353
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was the one thing they remembered about
354
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it, you know, and every time they heard
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that, they would just laugh
356
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hysterically. And for a lot of players,
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that was like 10% of the entertainment
358
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value of that game was that one little
359
00:12:59,839 --> 00:13:01,600
tiny sound effect, you know, that took
360
00:13:01,600 --> 00:13:04,320
him five minutes to throw in there. Uh
361
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so it's really funny you know and in
362
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that case you know it was actually the
363
00:13:09,600 --> 00:13:11,040
whole game was so serious that that one
364
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little bit of humor really stood out to
365
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people and surprise them
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on a game like the Sims. You know we
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obviously wanted to kind of hear the
368
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Sims. You know initially we thought you
369
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know do we want to record people saying
370
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real things? No. That's going to get way
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too repetitive. you know, it's going to
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break the illusion because really the
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idea was that, you know, if you were
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watching people from a balcony and you
375
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couldn't hear what they were saying, you
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could still kind of get a sense of their
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emotional state by the way they animate,
378
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they gesture, their body language, and
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the tone of their voice. Not what they
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were actually saying, but the tone. Are
381
00:13:46,639 --> 00:13:48,560
they excited? Are they sad? Are they
382
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quiet? Loud. So, we basically wanted to
383
00:13:51,839 --> 00:13:55,200
go in and record something that sounded
384
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real, but was not understandable. Uh I
385
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initially brought in a few voice actors
386
00:14:01,519 --> 00:14:03,600
using languages that we just were not
387
00:14:03,600 --> 00:14:06,079
very familiar with. Uh we first tried
388
00:14:06,079 --> 00:14:08,160
Estonian because Estonian sounds very
389
00:14:08,160 --> 00:14:09,519
strange. You know, it doesn't sound
390
00:14:09,519 --> 00:14:11,680
Slavic. It doesn't sound European. Um
391
00:14:11,680 --> 00:14:13,199
but we couldn't find enough Estonian
392
00:14:13,199 --> 00:14:15,279
voice actors. Uh then we found actually
393
00:14:15,279 --> 00:14:16,639
a few voice actors that actually spoke
394
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Navajo. Um but that sounded actually a
395
00:14:19,600 --> 00:14:21,760
little too American Indian. Uh
396
00:14:21,760 --> 00:14:23,120
eventually we found these two voice
397
00:14:23,120 --> 00:14:25,680
actors that were also improv comedians
398
00:14:25,680 --> 00:14:28,240
uh that knew each other. uh a ma a man
399
00:14:28,240 --> 00:14:30,720
and a woman and you know we tried to
400
00:14:30,720 --> 00:14:33,120
describe to them you know what we wanted
401
00:14:33,120 --> 00:14:35,199
and you know they just started kind of
402
00:14:35,199 --> 00:14:37,360
speaking of this gibberish to each other
403
00:14:37,360 --> 00:14:39,120
and you know we listened to it for a
404
00:14:39,120 --> 00:14:41,279
while and we started actually giving
405
00:14:41,279 --> 00:14:42,480
them a little bit of direction sound
406
00:14:42,480 --> 00:14:43,839
direction and I was on the sound stage
407
00:14:43,839 --> 00:14:47,040
with the other designer uh Claire
408
00:14:47,040 --> 00:14:49,040
Curtain and we were kind of saying okay
409
00:14:49,040 --> 00:14:50,160
can you do a little bit faster can you
410
00:14:50,160 --> 00:14:51,839
make it a little bit more cartoonish and
411
00:14:51,839 --> 00:14:53,040
we were kind of giving them a little bit
412
00:14:53,040 --> 00:14:54,000
of direction but the whole time they
413
00:14:54,000 --> 00:14:56,399
were kind of developing this whole
414
00:14:56,399 --> 00:14:58,399
gibberish language. Um to the point
415
00:14:58,399 --> 00:14:59,760
where they were kind of speaking the
416
00:14:59,760 --> 00:15:01,360
same language. You know, the kind of
417
00:15:01,360 --> 00:15:02,720
things he was saying sounded like the
418
00:15:02,720 --> 00:15:03,839
things she was saying. They were kind of
419
00:15:03,839 --> 00:15:05,519
basically meeting. They were both
420
00:15:05,519 --> 00:15:06,800
starting with like random gibberish, but
421
00:15:06,800 --> 00:15:08,480
they kind of met in this area where they
422
00:15:08,480 --> 00:15:09,920
sounded like they were speaking the same
423
00:15:09,920 --> 00:15:12,079
thing, you know, in a male and female
424
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voice.
425
00:15:20,880 --> 00:15:22,560
It was just through the talent of those
426
00:15:22,560 --> 00:15:25,120
two actors that we kind of zeroed in on
427
00:15:25,120 --> 00:15:27,680
what we ended up with. But that was very
428
00:15:27,680 --> 00:15:29,600
much kind of a discovery and an
429
00:15:29,600 --> 00:15:30,800
exploration that we were doing on the
430
00:15:30,800 --> 00:15:33,959
sound stage.
1
00:00:10,240 --> 00:00:11,440
Whenever I got to the point where I
2
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decided, okay, I'm building a game about
3
00:00:12,719 --> 00:00:15,440
this, I started imagining, how do I
4
00:00:15,440 --> 00:00:17,680
present this idea to other people? What
5
00:00:17,680 --> 00:00:19,600
am I kind of imagining the process to
6
00:00:19,600 --> 00:00:21,760
feel like the activities, the agency I
7
00:00:21,760 --> 00:00:23,760
have in this? I'm starting to actually
8
00:00:23,760 --> 00:00:25,840
play that game in my own head at a more
9
00:00:25,840 --> 00:00:27,439
and more detailed level while at the
10
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same time trying to imagine, okay, how
11
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do I offload or download that play
12
00:00:31,760 --> 00:00:32,880
experience into somebody else
13
00:00:32,880 --> 00:00:34,399
effectively? And that becomes kind of
14
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the part of the pitch
15
00:00:42,800 --> 00:00:44,719
whether you're trying to communicate
16
00:00:44,719 --> 00:00:48,800
your design vision to your team or to
17
00:00:48,800 --> 00:00:52,000
executives or to your audience.
18
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uh you need to kind of remember why you
19
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want to do it. What got you excited? You
20
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know, what is the key thing that's
21
00:00:58,160 --> 00:01:00,879
really motivating you? And then you kind
22
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of step back and say, okay, how can I
23
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recreate that process in that person's
24
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head? You know, how can I make them, you
25
00:01:07,200 --> 00:01:09,040
know, see or understand or feel the way
26
00:01:09,040 --> 00:01:12,159
I feel about this design direction? And,
27
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you know, maybe it's not the, you know,
28
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explicit overt description of what your
29
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game is going to be. you know, maybe
30
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it's more a, you know, getting into
31
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their head into the emotional motivation
32
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that drives you and, you know, maybe
33
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it's more about the creativ creativity
34
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you'll have in this or the
35
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expressiveness or what it's going to
36
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feel like nostalgic to go back to your
37
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childhood playing this thing that you
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used to play. You know, there might be a
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lot of direction you should kind of take
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that, but in some sense, you know, like
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game design itself, you're hacking
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psychology. You know, you're trying to
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imagine, you know, what does it take to
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make that person feel the way I feel?
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Uh, it's almost like reverse empathy,
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you know, how do I push, you know, my
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feelings into that person?
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Interestingly, you know, most of the
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hits I've had, the really big hits, Sim
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City, The Sims, were the ideas that I
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got amazing amount of, uh, push back
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from with almost everybody I described
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it to, uh, initially and, uh, at some
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point I actually had to kind of
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reformulate the way I was thinking about
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it to then communicate it effectively.
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Uh, and I did, you know, I kind of
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thought, you know, okay, what is it
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about the way I'm talking about this
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thing that's not hitting the mark in
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their head, the way it hits it in my
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head? And eventually I found ways to
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actually communicate what I was really
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thinking. Um, which wasn't an explicit
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description of the game design, but more
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the feeling I was going to have playing
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this game. And if I could now figure
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out, okay, now how can I make them
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imagine that feeling? And what do I say
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to them to imagine that feeling that I
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would imagine feeling playing this game?
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So, it's like one step deeper really.
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Right off the bat, as soon as you think,
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"Oh, I have an idea for a game." Tell
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your friends, see what they say. Tell
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other people. Tell people you meet. Uh,
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and you can just observe and learn from
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the result of what they, you know, the
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questions they ask you, what they seem
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interested in or they want to know more
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about it or they want to talk about
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something else. You'll learn very
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rapidly. And then when it comes to the
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point of now you're pitching to team
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members or executives, you will have,
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you know, refined that idea quite a bit
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up to that point already. You don't want
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to wait until you're actually pitching
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it to somebody who matters. Typically,
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we try to go for what's called the
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elevator pitch eventually. You know,
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initially when I'm working on a game,
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I'll sit there and I'll describe for 10
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minutes. Oh, there's a game where you do
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this, that, and the other, and it works
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like that, da da da da. But eventually,
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you want to get that down to like one
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minute or 30 seconds. There's no easy
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formula for that at all. Uh I think
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repetition or trying, you know, 100
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different things is probably the most
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effective thing I found. Uh one thing
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that we uh would do on the larger games,
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you know, we would go to trade show like
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E3 and a lot of times, you know, we
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would be talking about a game before
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release pretty early on to certain press
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members. Uh a lot of times I would be in
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there kind of giving a description, you
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know, to interviewers. Uh but it would
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be you know every five minutes a
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different interviewer comes in and then
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another one comes in another one comes
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in another one comes in. So that
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actually became a great opportunity for
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me to figure out how to refine the
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pitch. You know I would try a pitch with
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this person. I would notice them getting
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kind of bored looking at their thing
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during that part of the pitch. They'd
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get wideeyed and look at me attentively
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during another part of the pitch. So the
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next person that came in the room I
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would kind of expand on those areas
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prune the other ones try on that person.
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So I was actually iteratively evolving
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the pitch you know rapidly over the
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course of one day and that I found
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actually and we would also across team
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members other designers or team members
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might be there talking to people about
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it and they would come back to me and
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say oh they really got you know
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interested when they heard this part but
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they didn't seem to care about that part
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and so we'd actually compare notes and
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we'd actually together as a team try to
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refine that pitch okay let's you know
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talk more about this lean into that lean
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away from there uh so The pitch is
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something that, you know, I think will
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be evolving over time. Initially, you're
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going to come up with this idea and you
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might, you know, tell somebody uh at
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your company or a friend or whatever and
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that's going to be the very first time
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and it's going to be horrible. I mean,
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you're just not going to convey it very
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well. And maybe the idea in your head
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isn't very well formulated either. Maybe
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you just have a very fuzzy idea of the
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kind of game you're thinking of. So in
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your head as well, you're refining that
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model and trying to make that thing more
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and more fun. As you interact and tell
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more and more people about it, uh I
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think you will naturally evolve it,
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naturally discover the most effective
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way to communicate it. So I'd say
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repetition is probably the best rule of
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thumb.
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frequently uh the game designer is also
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the person that's starting to assemble
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the team that's going to build this
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product. And as you're building that
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team, you know, one of the very first
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things skills that you really have to
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have is the ability to communicate your
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design to your team. And continually,
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even when you're refining your idea or
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changing it, you need to make sure the
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team is aware of that. And it's more
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understanding the direction you're
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going, not the destination. And you know
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over time as they come to you with you
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know should we do A or B and you start
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saying you know BB B they'll start
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learning you know to predict your
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decisions and they'll start making more
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and more of those decisions. Uh if
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they're unclear they'll still come to
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you. So in some sense you're educating
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your entire team ongoingly about what
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the design is and where it's going to
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head. Uh this is a more granular version
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of the same process you're going to use
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to pitch your idea when you go out to
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other people and try to sell them on the
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idea to fund it or whatever. uh you're
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going to basically try to communicate
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very clearly to them what's in your
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head, you know, what you're imagining.
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When I did The Sims, uh it was a big
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challenge for me, you know, and I was,
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you know, within my own company, it was
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rejected many times because I was
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describing this game. First of all, I
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never after the product uh was about
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halfway done, I never once called it
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this again, but I used to call it
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Dollhouse. That was the initial name for
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the game. And I found that it was such a
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loaded term that you know any male gamer
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you know they you hear a game called
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dollhouse they're not going to play that
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game. So that was uh one thing I
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learned. Uh also as I pitched this to
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executives and stuff you know I was
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talking about this cool game where
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you're managing these people and they
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have limited time and all this stuff but
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what they were hearing was here's a game
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where you take out the trash and load
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the dishwasher. Uh which didn't sound
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very aspirational. So uh you know I
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found that I had to kind of rethink the
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way I was presenting the whole concept
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and idea to somebody you know that now
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it's little people you can mess with
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them and they live lives in your
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computer and it's up to you you know to
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make them happy and that was kind of a
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much more interesting rich kind of
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metaphor for them to kind of wrap their
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heads around. So you're not just
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learning to pitch to your design team or
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your production team but also to people
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outside within your company and then
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eventually to the end consumer. You
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know, eventually you're gonna put an ad
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on the web or in a box or whatever, but
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you're g have to clearly and concisely
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communicate to somebody, you know, what
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this game is, why they want to play it,
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because they're going to start playing
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in their head as soon as they hear about
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it. You know, before they even see the
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game, as soon as somebody describes, oh,
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you should check out this game. It's
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about X, Y, and Z. They're going to
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start imagining, okay, that sounds kind
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of fun, you know, and they're actually
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playing the game, a very simple version
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of the game that they're imagining in
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their head. And that game has to be fun.
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That's the first game you're actually
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designing is the pitch.
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If you're pitching to your team members,
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designers, whatnot, you know, they want
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to know, they're going to want to hear
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something that's unique and interesting.
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They're going to be proud to build. Uh,
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and something that's buildable because
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they're going to be responsible for
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actually having to build it. Uh, and
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something that sounds creatively
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challenging. you know, that's what
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they're, you know, they're looking for.
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And so, you have to pitch, you know,
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here's something that's going to be
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really cool to build, unique, people are
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going to love it, uh, and we can make
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it. When you're pitching to the
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executives, you know, you know, it
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depends on the company, how big it is,
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and all this stuff, but basically, you
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know, whatever the big hit was last
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year, it's like that but better., you
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know, that's kind of the the cliche.
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Obviously, the the most successful genre
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in any format almost is the sequel. So,
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you know, if it's a sequel, they're just
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going to want to know that you're going
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to execute it well and not screw it up.
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Uh, if it's an original thing, you know,
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they're going to basically be measuring
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against that. You know, should I invest
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in this original thing or put more money
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into the next version of this, you know,
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popular franchise. And, you know, at
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that point, you know, a lot of it's just
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going to be based upon your track
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record. Now, as you're pitching to an
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audience, you know, of course, now
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you're kind of saying, "Try my game
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out." Or a journalist is a whole
287
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different thing. You know, pitching to a
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journalist, you know, they're going to
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want to write an interesting story. Uh
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something where they can actually
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exhibit a fair amount of creativity in
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their review or their writing of it. Um
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so, if you give them something where
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they can all a sudden take a creative
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spin in their writing, that sounds more
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attractive to them. There's actually a
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pretty big distinction, I think, between
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what I call game journalists and general
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media. Uh when you're pitching to a game
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journalist, they're gonna be very jaded.
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Everybody's coming to them saying, "Oh,
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I'm gonna build the next big hit and
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it's gonna be duh duh duh duh, you know,
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and they're gonna want to hear something
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that to them actually sounds, you know,
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like creative, unique, uh something that
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really is fresh, you know, within the
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game industry and because they hear all
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these ideas within the game industry,
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but also they want to uh believe that,
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you know, whoever is pitching them can
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actually execute this. You a lot of
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people can give a great pitch, but they
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can never build a product." Um, digital
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media, you know, I think it's a little
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bit different story. You know, for them
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it's going to be more like, why does my
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audience care? You know, it's a game.
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Uh, so there almost has to be a hook
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into them where, oh, you know, people
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that don't even play games will be
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interested in this because of X Y and Z.
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Maybe it's topical or maybe, uh, it's
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involving some new technology or
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something, whatever it is. but they
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almost need another hook to understand
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why their wider audience is also going
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to tune in to this thing that they kind
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of think of as a niche product. So I
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think you need to kind of understand the
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motivations of each of these groups.
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The pitching style I eventually
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developed um which I'm not sure is even
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that successful is trying to get people
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back to the original topic. you know,
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here's why I think ants are cool. Here's
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why I think, you know, it's cool to, you
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know, construct little buildings and put
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little people in it. Here's why I think
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evolution is cool. So, I try to usually
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start kind of with the topic, why I
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think I got motivated in that, and then
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kind of back into and here's a game
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where you get to make this and do that.
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And I found that the more we could
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reference, you know, the player in the
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pitch, generally the better the pitch
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went. You know, it's not like, you know,
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here's a world in which this happens,
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but here's a world in which you are the
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mayor and you get to decide where to put
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the roads and you get to do this, that,
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and the other, you know. So, if you
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start saying these are the things that
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you can do in the game, uh, and make
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that sound interesting. Uh, that kind of
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reverses the whole thing rather than
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here's this thing I want to sell to you.
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One of the fundamental questions that
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you're probably going to get um
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especially if the pitch is very
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unrefined is you know why is that going
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00:12:22,000 --> 00:12:25,040
to be fun you know which is a hard
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00:12:25,040 --> 00:12:27,040
question to answer because if your pitch
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you know really conveyed what it needed
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to convey they wouldn't be asking that
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question you know it would already be
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fun in their imagination they wouldn't
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ask you that question so that that
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00:12:35,839 --> 00:12:37,920
really indicates you know a key part of
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your picture missing people will try to
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triangulate your idea against other
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games and they'll say, "Oh, is it kind
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of like this game but a little bit of
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that or this game that's turnbased, you
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know, instead of real time?" In their
377
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mind, they're kind of looking landscape
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of all the games they know about and
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00:12:55,279 --> 00:12:56,639
trying to figure out where yours falls
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into that landscape, you know, by
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finding landmarks nearby, saying it's
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00:13:00,240 --> 00:13:01,760
somewhere between there and there, you
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know, and uh that's going to be very
384
00:13:04,480 --> 00:13:06,000
common. And if your game is not in that
385
00:13:06,000 --> 00:13:07,519
landscape at all, if it's an outlier
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over here, um that's both good and bad.
387
00:13:10,800 --> 00:13:11,920
It's hard for them to triangulate
388
00:13:11,920 --> 00:13:12,959
because they've never seen anything like
389
00:13:12,959 --> 00:13:14,720
that. But on the other hand, it can feel
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00:13:14,720 --> 00:13:16,240
fresh if you can pitch it the right way.
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00:13:16,240 --> 00:13:17,760
You can almost kind of take the outliers
392
00:13:17,760 --> 00:13:19,200
in that direction and say, "Oh, it's
393
00:13:19,200 --> 00:13:20,320
kind of like this, but we took it in a
394
00:13:20,320 --> 00:13:21,200
totally different direction that
395
00:13:21,200 --> 00:13:23,040
nobody's ever done before." Now, if it's
396
00:13:23,040 --> 00:13:25,519
understandable, and you can basically
397
00:13:25,519 --> 00:13:27,839
again download that it's totally
398
00:13:27,839 --> 00:13:30,399
different in this way, so they can
399
00:13:30,399 --> 00:13:32,240
actually start imagining why that's
400
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good, why that's fun. That can be very
401
00:13:34,560 --> 00:13:37,560
successful.
402
00:13:42,399 --> 00:13:44,000
a lot of startup pitches, you know,
403
00:13:44,000 --> 00:13:45,839
somebody says, "Okay, here's the cool
404
00:13:45,839 --> 00:13:47,600
new trend that's just popped up, you
405
00:13:47,600 --> 00:13:49,920
know, in social media or in platforms or
406
00:13:49,920 --> 00:13:51,519
whatever it is, and we're going to, you
407
00:13:51,519 --> 00:13:52,800
know, be right on it." You know, we're
408
00:13:52,800 --> 00:13:55,120
going to be riding that wave. And so, I
409
00:13:55,120 --> 00:13:56,480
think that the people that are really
410
00:13:56,480 --> 00:13:58,079
involved in these industries, again,
411
00:13:58,079 --> 00:13:59,440
they're kind of jaded. You know, they
412
00:13:59,440 --> 00:14:01,120
know that every pitch coming this month
413
00:14:01,120 --> 00:14:03,839
is going to involve Facebook or this or
414
00:14:03,839 --> 00:14:05,199
that or whatever the hot thing of the
415
00:14:05,199 --> 00:14:06,720
month is going to be. So, I think that
416
00:14:06,720 --> 00:14:07,839
you have to be a little bit careful
417
00:14:07,839 --> 00:14:10,720
about that. Uh, in particular, I think
418
00:14:10,720 --> 00:14:12,480
you need to feel like your thing,
419
00:14:12,480 --> 00:14:13,839
whatever it is, is standing on its own
420
00:14:13,839 --> 00:14:16,000
legs, on its own merits, and it's not
421
00:14:16,000 --> 00:14:18,240
just going to be successful because it's
422
00:14:18,240 --> 00:14:19,839
part of this trend that's happening this
423
00:14:19,839 --> 00:14:21,839
month. There's another actually really
424
00:14:21,839 --> 00:14:23,199
important part to I think pitching,
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00:14:23,199 --> 00:14:26,000
which is that uh recognizing when you've
426
00:14:26,000 --> 00:14:28,560
sold your idea, don't continue and
427
00:14:28,560 --> 00:14:31,440
unsell it. Uh, a lot of times if you
428
00:14:31,440 --> 00:14:33,680
give somebody a fairly brief explanation
429
00:14:33,680 --> 00:14:36,480
of your idea, leave a lot of blanks in
430
00:14:36,480 --> 00:14:38,880
there. Um, the person you're pitching to
431
00:14:38,880 --> 00:14:40,720
will generally fill the blanks in in
432
00:14:40,720 --> 00:14:42,560
your favor. You know, this is the way I
433
00:14:42,560 --> 00:14:43,680
would fill in those blanks. They're
434
00:14:43,680 --> 00:14:44,959
probably going to do it the way I would
435
00:14:44,959 --> 00:14:46,800
want to. And so, if you leave those
436
00:14:46,800 --> 00:14:48,399
blanks, they're going to imagine those
437
00:14:48,399 --> 00:14:49,600
filled in the way they would want to
438
00:14:49,600 --> 00:14:51,360
fill them in. If you keep going with
439
00:14:51,360 --> 00:14:52,639
your pitch and start filling in those
440
00:14:52,639 --> 00:14:53,920
blanks in a different direction that
441
00:14:53,920 --> 00:14:56,320
they don't like, you've now unsold the
442
00:14:56,320 --> 00:14:58,399
idea after you just sold it to them. So
443
00:14:58,399 --> 00:14:59,760
I think you know it's very important to
444
00:14:59,760 --> 00:15:04,120
kind of realize when to stop.
445
00:15:08,880 --> 00:15:10,880
The one thing that I think um is the
446
00:15:10,880 --> 00:15:12,959
biggest mistake that I see is when
447
00:15:12,959 --> 00:15:15,199
people lead with genre, the first thing
448
00:15:15,199 --> 00:15:17,199
they say is I want to build a firsterson
449
00:15:17,199 --> 00:15:18,959
shooter that does da da d d d d d d d d
450
00:15:18,959 --> 00:15:19,120
d d d d d d d d d d d d d d d d d d d d
451
00:15:19,120 --> 00:15:19,279
d d d d d d d d d d d d d d d d d d d d
452
00:15:19,279 --> 00:15:21,920
d d d d d d d d d d d d um you know to
453
00:15:21,920 --> 00:15:24,000
me as soon as I hear genre you know in
454
00:15:24,000 --> 00:15:25,519
my mind that they've already basically
455
00:15:25,519 --> 00:15:27,680
compartmentalized you know how far
456
00:15:27,680 --> 00:15:29,519
they're going to go they not even
457
00:15:29,519 --> 00:15:30,880
willing to think of it outside of that
458
00:15:30,880 --> 00:15:32,639
genre an expansion of the genre but
459
00:15:32,639 --> 00:15:34,240
they've already put themselves in a box
460
00:15:34,240 --> 00:15:36,160
you a fairly limited box that's been
461
00:15:36,160 --> 00:15:38,160
very thoroughly explored. You know, now
462
00:15:38,160 --> 00:15:39,360
it's okay if it's a first-person
463
00:15:39,360 --> 00:15:41,279
shooter. That's fine. But maybe it's a
464
00:15:41,279 --> 00:15:42,959
first-person shooter with relationships
465
00:15:42,959 --> 00:15:44,240
and social networks and, you know, it
466
00:15:44,240 --> 00:15:45,760
might be a lot of other things involved.
467
00:15:45,760 --> 00:15:47,519
But when they say first-person shooter,
468
00:15:47,519 --> 00:15:49,040
in my mind, I'm automatically putting it
469
00:15:49,040 --> 00:15:50,639
in this very limited little box of
470
00:15:50,639 --> 00:15:53,199
experience. I think other ones is people
471
00:15:53,199 --> 00:15:55,120
tend to be too verbose. You know, they
472
00:15:55,120 --> 00:15:57,600
tend to add way too many details way too
473
00:15:57,600 --> 00:15:59,839
early. Uh there was that saying about,
474
00:15:59,839 --> 00:16:01,199
you know, your garden is not complete
475
00:16:01,199 --> 00:16:02,480
until there's nothing else you can
476
00:16:02,480 --> 00:16:03,920
remove. you know, I think for your
477
00:16:03,920 --> 00:16:05,839
pitch, you want to remove every possible
478
00:16:05,839 --> 00:16:08,480
word, you know, that is unnecessary and
479
00:16:08,480 --> 00:16:10,160
refine it down to that level of
480
00:16:10,160 --> 00:16:13,199
conciseness. And uh those are, I think,
481
00:16:13,199 --> 00:16:15,759
the two most common mistakes I hear when
482
00:16:15,759 --> 00:16:19,199
people give pitches. The third probably
483
00:16:19,199 --> 00:16:23,279
comes more down to energy. uh that if
484
00:16:23,279 --> 00:16:24,959
the person giving you the pitch doesn't
485
00:16:24,959 --> 00:16:26,880
really feel excited about it and it's
486
00:16:26,880 --> 00:16:29,120
more like oh yeah I got this game idea
487
00:16:29,120 --> 00:16:31,680
you know uh how can they expect me to be
488
00:16:31,680 --> 00:16:33,519
excited about it you know but if
489
00:16:33,519 --> 00:16:35,120
somebody comes up to me with a very
490
00:16:35,120 --> 00:16:37,360
concise idea they you know lead with
491
00:16:37,360 --> 00:16:38,959
kind of the topic or what's cool about
492
00:16:38,959 --> 00:16:41,199
it to them they don't say anything
493
00:16:41,199 --> 00:16:43,519
unnecessary and they're really into it
494
00:16:43,519 --> 00:16:46,399
that's an effective pitch
1
00:00:00,880 --> 00:00:03,200
Now, let's check out another game from a
2
00:00:03,200 --> 00:00:07,080
different aspiring designer.
3
00:00:17,840 --> 00:00:20,800
So, my game is Flooded Market. It's a
4
00:00:20,800 --> 00:00:23,039
multiplayer strategy game where you're
5
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going to enter the cutthroat real estate
6
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market of the sinking city of San
7
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Francisco.
8
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Yeah. So, you're going to be out bidding
9
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other players. You're going to be
10
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renting. You're going to be renovating
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these properties. And all the while,
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turn by turn, climate change is going to
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cause the sea level to rise as it is in
14
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our starting screen.
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This is fast global warming.
16
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Yeah. Accelerated global warming. And as
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it moves up, it's going to transform
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these properties from their their
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regular selves into pristine highquality
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beachfront property and then destroy
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them right afterwards. And so you're
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trying to catch that that wave of
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inflated prices and uh that along with
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paying off the right politicians will
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let
26
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multiplayer
27
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it's multiplayer up to 50 players can
28
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play in a game.
29
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Uh we haven't tested it with 50 players
30
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but the the system is there to support
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it. Uh and the notion is that you have
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all these players creating an economy uh
33
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that you're then going to try to
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optimize and act inside of. And ideally
35
00:01:19,040 --> 00:01:21,200
all the player actions are driving the
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simulation while the simulation drives.
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00:01:23,600 --> 00:01:24,880
Right off the bat, I love your intro
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screen. I mean, it looks fun already.
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00:01:26,240 --> 00:01:27,759
Just look at the intro screen.
40
00:01:27,759 --> 00:01:29,439
Yeah, the intro screen is supposed to to
41
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make that that striking first
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impression.
43
00:01:31,200 --> 00:01:32,000
Okay, so let's see the game.
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00:01:32,000 --> 00:01:33,680
Yeah, let's get into it.
45
00:01:33,680 --> 00:01:34,960
So, you're playing. We're going to
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00:01:34,960 --> 00:01:37,040
create a game here.
47
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I like the pitch, by the way. I mean,
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00:01:38,240 --> 00:01:40,079
it's very succinct, concise, and it
49
00:01:40,079 --> 00:01:40,799
sounds fun.
50
00:01:40,799 --> 00:01:43,680
This Will's game. So, we can launch in
51
00:01:43,680 --> 00:01:44,960
here.
52
00:01:44,960 --> 00:01:46,079
So, right now, we're going to kind of
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get the gist, the lay of the land.
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There's San Francisco for those who
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recognize it. And
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so, you have a real map of the real
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city,
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right? Yeah. We pulled from map data to
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help get elevations and and um locations
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and also house prices to start off with.
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So we have a house in downtown. It's
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worth 1.3 million. It's five stars.
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Are these all things for sale?
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These are all things for sale. Yeah.
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So I have a budget and I'm choosing how
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to spend invest in real estate here.
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00:02:06,320 --> 00:02:07,680
That's right. Yeah. You have $3.8
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million up here. And let's say we can
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even select this house. We can bid on
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it.
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Uh this one we can take a look at and
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say, "Okay, it's got some nice views.
73
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It's got decent quality. We can upgrade
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that later if we want. It's kind of
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getting close to the water. 20% water
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level. Yeah, we can check its
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elevation's at 50 m. The water right now
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is at 0 m, but that'll change as soon as
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the turn ends, which is fast approach.
80
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So, it's turn based.
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Turnbased game.
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Okay.
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Uh, so we can also place a bid here. And
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then our first property, what are you
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thinking? You want to list it? Get rid
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of it? You want to upgrade it? You want
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to start renting?
88
00:02:37,519 --> 00:02:39,120
Let's upgrade deals. Okay. So, we're
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going to put that up to six stars. And
90
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now it jumped to 1.4 million. So,
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I really want to go one turn to see how
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far up the water is going to go.
93
00:02:44,319 --> 00:02:46,400
Oh, yeah. Yeah. So, we can zoom out. If
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I can zoom out here. So, the water only
95
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went up 2 meters. So, we got some time
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that will increase uh as the game goes
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on. So, it will be kind of this
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building.
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So, I'm guessing it's kind of like a
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sweet spot I want to get in here where I
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hold it long enough for it to appreciate
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before it's inundated.
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Yeah, exactly. Yeah. And it takes a
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couple turns to kind of do the actions
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you want to to kind of flip these
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houses. And so,
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now am I buying and selling these houses
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to other players or from the computer?
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So, you're doing both. Uh if no one bids
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on it, the computer will pick up the
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slack and buy it. There's kind of this
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secret economy guy who's making sure
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that everyone gets paid, right? Uh, but
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other players can buy your house once
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you list it. Okay.
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And so right now we have, if we zoom
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out, we have all these different player
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icons and those are all the 49 other AI
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players that are playing with us. Okay.
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And so if I hit the end turn, you'll see
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them actually kind of run around. So
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they'll all move around the map buying
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and selling properties. We can also do
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that. Uh, these green properties are the
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properties we can move to. They're
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adjacent to downtown. So we can hop over
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here to Civic Center. And now we have
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new properties that we can buy in, new
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neighborhoods we can buy in, and new
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properties or new neighborhoods.
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Oh, so we have a location in this world.
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Yeah, we have this tiny little
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bing stuff from near me,
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right?
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Okay.
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So, right now we're we're trying to
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incorporate as much player to player
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interaction as possible. Right now,
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they're kind of uh using this middleman.
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That's the simulation. So, I buy and
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sell properties. I can upgrade and
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affect properties and then other players
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can interact with those properties, but
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I can't interact with players so much. I
145
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can outbid them,
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right?
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And if we
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I presume you played mule.
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I have played mule
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way way back. I mean, that cool auction
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interaction.
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Yeah. Yeah. No, that was
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almost expecting, you know, some kind of
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like exciting point here where I'm
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trying to bid with other players for a
156
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property that's very desirable.
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I I think showcasing that might be might
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be a good direction to go or creating
159
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some sort of moment where everyone's
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throwing money at each other.
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Dramatic tension. Yeah.
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Yeah. Yeah. And that might that could be
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broadcasted out to other players where
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they get to watch this this battle of of
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bucks and dollars go go back and forth,
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right? It was actually also an
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interesting combination of kind of
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turnbased and real time. Yeah.
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Because that part of the auction was
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real time. Rest was
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turn based. Yeah. Yeah. Yeah. So you had
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this constant uh tension between whether
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or not you were paying attention to the
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real time component of the game.
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Yeah. So if I'm playing this online
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against other players and you would be
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playing this,
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how long is a turn?
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So a turn is an average of about 35
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seconds. The early turns you have more
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time.
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Oh, so it's fast.
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It's fast. Yeah. The early turns you
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have more time. You have 45 seconds and
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then near the end of the game you have
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about 25 seconds.
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So that's a lot of your dramatic tension
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is how much you can accomplish in 35 40
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seconds,
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right? I'm not sure how much of the game
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I want to be about time management,
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right? I would like players to feel
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comfortable enough with the time they're
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given to make the decisions and choices
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they have. So that was one of the
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reasons why we limited it to five
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properties. Right now we have two of
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five max.
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Much easier to Yeah.
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Yeah. Previously you didn't have a limit
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and I got up to 40 properties and so I
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had 45 seconds to make decisions on 40
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properties and I was having a very
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stressful time of it.
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Tell me a little bit about what you've
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learned in testing.
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So we've learned uh that people really
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like they see houses as almost like
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people.
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Okay. They see houses as having
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identities and having stories and
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locations as having those identities and
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stories. They see this as a tragedy
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playing out before them, right? This is
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a train wreck happening and they're
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trying to profit from it, which is
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uncomfortable for some people.
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You know, I think it's going to have a
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whole lot to do with the pacing of it.
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Uh, you know, 35 seconds is a new player
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going to feel like it's overwhelming.
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All the other people are know exactly
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what they're doing and I haven't even
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started in 35 seconds.
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Yeah, exactly.
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Is there some way to kind of moderate
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that?
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Yeah. some some delicate onboarding is
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probably a good next step because
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that'll also let us get to new testers
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without having to sit them all down like
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this and walk them through all the
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steps.
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I almost wonder I've never really seen a
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game like this. I could almost imagine
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something where you're interle players
237
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are in certain zones where they get a
238
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minute and one of their turns is equal
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to two turns of an experienced player.
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Oh.
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And so you keep it in lock step, but the
242
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new players actually get longer and
243
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they're on the same time cycle, but it's
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kind of a interled.
245
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Yeah. Yeah. Yeah. And maybe they're
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okay. I can certainly see some really
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interesting balance point being reached
248
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there. We could even use them as the
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generators of content for the players
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who are playing faster games. So instead
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of having that invisible economic agent
252
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behind the
253
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maybe they're buying the cheaper
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properties, maybe the residential
255
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properties are on this every other time
256
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scale, you have a minute, when you get
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into the more expensive commercial
258
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properties, it's every 30 seconds and
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that's experienced player.
260
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Yeah. Yeah. And so we have a way for
261
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them to play together but also at their
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own
263
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at their own pace and they don't feel
264
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like they you know it doesn't feel too
265
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fast for the beginning player or too
266
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slow for the experienced player.
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I hadn't thought of that.
268
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I grew up playing turn-based games and
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some of these like you know turn-based
270
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war games I'd spend an hour sitting
271
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there playing every little thing. You
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know other times they go a lot faster
273
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but when you're having to wait for other
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players and I've done all my stuff in 30
275
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seconds and I'm waiting for the
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fiveminute turn to end. Yeah.
277
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You know it's incredibly boring.
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Absolutely. So, I think figuring out
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some way to where players can kind of
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select the time uh scale at which
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they're comfortable, which also might be
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the level of experience or risk, you
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know, that they're encountering.
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Can I zoom into the visuals like where
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the water's coming up? I just want to
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Let's get in there.
287
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Oh, yeah. That's cool. I like this.
288
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Yeah. So, we can look around.
289
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Can you rotate the map or is it
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00:07:47,440 --> 00:07:50,319
Right now it's staying north to west to
291
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southeast. Um, it's staying kind of
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locked.
293
00:07:52,319 --> 00:07:53,280
You can kind of zoom in and see this is
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where I live. All the water. Um,
295
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you know, you mentioned it right at the
296
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beginning that some players found it uh
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little macob or uh
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a little distressing.
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Distressing.
300
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Yeah.
301
00:08:03,199 --> 00:08:04,879
I find that interesting and actually I
302
00:08:04,879 --> 00:08:06,479
think that's kind of cool because that
303
00:08:06,479 --> 00:08:08,000
in indicates a level of emotional
304
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involvement that they're emotionally
305
00:08:09,120 --> 00:08:10,639
involved in what this is.
306
00:08:10,639 --> 00:08:13,199
Back when uh Kubric did Dr. Strange Love
307
00:08:13,199 --> 00:08:14,319
way back
308
00:08:14,319 --> 00:08:15,680
a lot of people criticized him for
309
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making fun of nuclear war,
310
00:08:17,360 --> 00:08:19,360
but at the same time he actually got a
311
00:08:19,360 --> 00:08:22,160
whole generation of kids, you know,
312
00:08:22,160 --> 00:08:24,960
aware of how stupid nuclear war was. by
313
00:08:24,960 --> 00:08:26,960
making a dark comedy about it, you know,
314
00:08:26,960 --> 00:08:29,199
and uh I think that is one of the things
315
00:08:29,199 --> 00:08:30,960
that really attracts me to this concept.
316
00:08:30,960 --> 00:08:33,279
I think that the turnbased thing is kind
317
00:08:33,279 --> 00:08:34,560
of old school,
318
00:08:34,560 --> 00:08:36,320
but has a lot of cool opportunities. I
319
00:08:36,320 --> 00:08:38,240
really enjoy turn-based gaming.
320
00:08:38,240 --> 00:08:40,320
And I think that uh there might be some
321
00:08:40,320 --> 00:08:42,399
opportunities to kind of do things with
322
00:08:42,399 --> 00:08:43,680
turn-based gaming that haven't been done
323
00:08:43,680 --> 00:08:44,720
before.
324
00:08:44,720 --> 00:08:46,240
And I think in some sense you might be
325
00:08:46,240 --> 00:08:48,399
able to attract a lot more players to it
326
00:08:48,399 --> 00:08:50,080
if I have a spin on that kind of thing.
327
00:08:50,080 --> 00:08:50,800
They're expecting
328
00:08:50,800 --> 00:08:52,080
but and keep it approachable like this.
329
00:08:52,080 --> 00:08:53,760
But uh I think it's a very cool unique
330
00:08:53,760 --> 00:08:56,560
idea and I think that you know the
331
00:08:56,560 --> 00:08:57,680
biggest challenge I would see right off
332
00:08:57,680 --> 00:09:00,880
the bat is going to be um moderating the
333
00:09:00,880 --> 00:09:02,800
player involvement and skill level such
334
00:09:02,800 --> 00:09:04,720
that new players don't feel overwhelmed
335
00:09:04,720 --> 00:09:06,560
by the pace of the game. Yeah. Or the
336
00:09:06,560 --> 00:09:08,640
opportunities that the other players are
337
00:09:08,640 --> 00:09:09,920
taking from them, you know, that you
338
00:09:09,920 --> 00:09:11,360
don't have the new experienced players
339
00:09:11,360 --> 00:09:13,519
preying on the the newbies, you know.
340
00:09:13,519 --> 00:09:15,839
But I I really like the idea and I think
341
00:09:15,839 --> 00:09:17,760
uh your pitch was very effective and
342
00:09:17,760 --> 00:09:19,680
intriguing as well because right off the
343
00:09:19,680 --> 00:09:21,600
bat you didn't really uh talk about
344
00:09:21,600 --> 00:09:23,440
genre. You just kind of talked about
345
00:09:23,440 --> 00:09:24,800
here's the topic, here's how it plays
346
00:09:24,800 --> 00:09:26,560
and in my mind I was starting to play
347
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the game and it sounded fun. So I think
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it's a a great idea and I I think you'll
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learn a lot you know watching the
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players as you scale up.
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As I think about platforms, you know,
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and maybe I think about them in a
3
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different way than most people, but uh I
4
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think of the technology as just one part
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of the platform. Um I think just as
6
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important is the cultural platform. What
7
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kind of culture is this being played in
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China, in America? Is it being played by
9
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serious gamers in Germany? And the third
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being the actual demographic, the
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person. Is this being played by young
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girls, by older men, by a whole family
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together? Is it a very social
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experience? So really there almost like
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three platforms we're dealing with here.
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There's the technological platform, the
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cultural platform, and the kind of
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demographic platform. Understanding all
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three is totally important. You know, I
20
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think that we are getting a lot of
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freedom on the technological platform
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that we did not have before. If it's a,
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you know, really big game, you can
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eventually put it on any platform you
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want to really. you know, it's a matter
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of where you start. You know, the other
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ones, you know, are really going to be
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much more constrained over time. You
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know, if this game is really targeting
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12-year-old girls, it doesn't matter
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whether it's on an iPad or a PC. You
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know, that's kind of what the game's DNA
33
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is about. So, I tend to think of all
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three together as the platform.
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The whole world has changed so much you
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know in terms of you know app markets,
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mobile tablets uh online and you know it
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looked you know with console development
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and really big PC game development you
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know the teams were getting larger and
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larger the budgets in the tens of
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millions of dollars and uh all of a
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sudden you know it looked like you know
44
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we were doomed that you know you had to
45
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have $50 million and a team of you know
46
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100 people to design a game. Now it's
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totally reversed. Now, you know, we're
48
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back to where a small group of
49
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passionate people can create a cool game
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on an iPad or whatever and release it
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pretty effectively on the app store.
52
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Now, it's a matter of, you know, press
53
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and marketing and how you actually get
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people to download it and try it out,
55
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but at least you have the ability to
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create and have it available to people
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and also to learn about it, you know,
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very quickly and iterate on it. So the
59
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dynamics have changed dramatically and I
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like that idea just as a design point of
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view that um now I have the opportunity
62
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to learn much more effectively and much
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faster for our players and shift
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directions you know pivot very easily
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whereas before pivots were incredibly
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expensive. So to me and you know also
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the fact that it's now kind of more
68
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ubiquitous in terms of I might have my
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you know my laptop my laptop my uh iPad
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or my phone with me in my pocket. I can
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have, you know, parts of the game that
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are very interstitial. I can pull out of
73
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my pocket, my phone, and play for a
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minute or two, go home, pick up my iPad,
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do something else, but still play it,
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you know, in a browser on my PC if I
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want to. So, the fact that the game is
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becoming kind of more platform
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independent, uh, is very attractive to
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me as a designer.
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I think nowadays we actually have a much
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wider range of potential business models
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than we used to. You know, it used to be
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that you basically had to put this in a
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box and sell it for $40. You know,
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unless it was something that people
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would pay $40 for and go to the store
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and buy off the shelf, you know, it
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wasn't going to make sense. Now we have
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a wide range of ways, freeto play,
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monetize incrementally, you know,
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whatever it is. But uh I think from the
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designer point of view, you
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fundamentally have to create a
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compelling
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uh excellent unique experience. And if
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you really hit that mark now, you have
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all number of opportunities for
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monetizing. You know, I I don't really
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think in terms of let's first decide how
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we're going to monetize this and now
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let's design it. I think in terms of
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let's design something that's going to
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be just so damn cool that people are
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going to want it. And now we have this
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whole range of ways in which we can
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choose to monetize it, you know, and
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over time as we're developing the game
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and the world around us is changing very
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rapidly as well. And look at the
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platforms we're on, we can zero in on
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the right monetary model or we might
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even offer several different monetary
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models. It didn't have to be just one.
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We have this wide range of economic
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models now, how to monetize your game.
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Uh, and a lot of that's going to be
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relative to your player base. You know,
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who who are expecting to buy this game
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or play this game. And these people,
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depending on who they are, are going to
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be have certain comfort zones and
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certain kind of uncomfort zones. And
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some people, they were coming from World
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of Warcraft and they're used to, you
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know, subscription. Other people aren't.
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You know, for them, they have to
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download it for free and be able to play
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it for 5 hours before they will spend a
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dime on it. Uh, that's going to depend a
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lot on that. So, I think once you start
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zeroing in and getting a sense of who's
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playing this game, what their prior
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experience is, and how they are used to
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monetizing their entertainment, then you
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can figure out I think it's easier to
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now adapt your game design to that
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monetary model than it is to pick a
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monetary model and then force it on
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people that are uncomfortable with it.
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I tend to not want to get too uh
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dependent on specific affordances, you
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know, through interface or otherwise in
144
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a platform, but uh if they're there,
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happily use them, you know, and again,
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the goal being that the interface and my
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agency through into this game should be
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transparent. So, if anything actually
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makes that, you know, agency feel more
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transparent and disappear in my head,
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fine, I'll use it. uh whether it's VR,
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whether it's an accelerometer, my phone,
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or a joystick on my desktop, I'd say
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that I would not want to build a game
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concept that's just built around the
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accelerometer for instance. I mean,
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maybe parts of the game could be used
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that uh but not a critical part. You
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know, if I have to have the phone, but
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maybe I'm using my iPad, I don't want to
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tilt the screen, whatever it might be.
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So, I'd say I would use these things as
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kind of like upside or um affordance uh
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should I say lower the friction of the
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interaction with the player, but not
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something that the game features are
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totally dependent upon. But, uh
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occasionally, you know, I'll find things
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like that that change the way I feel
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about a game. I played a lot of racing
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games on the PC and they're kind of fun,
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you know, and all that. And first time I
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played a racing game on my iPad, I was
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actually holding it and just turning the
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whole iPad. And it felt so much more
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natural to me than using a joystick or
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the keyboard. I really enjoyed it. I
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found that I actually enjoyed racing
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games on my iPad more just because it
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felt so natural tilting it back and
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forth. So sometimes these things will uh
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zero you in on something that gets you
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into a different dynamic than you had
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before.
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I always preferred PC development just
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because it was in some ways a lot more
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malleable. It was easier to iterate,
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easier to kind of try out and go
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different directions. You know, the
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consoles, you know, were in this very
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kind of lockstep uh generation release
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cycles. You know, every 5 years it'd be
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the next Xbox or the next PlayStation.
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Uh the PC was something that was kind of
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slowly ramping the whole time. And uh
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also the PC initially was a much better
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platform for social sharing and things
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like that. People on their PCs were
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connected to the network uh much more
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readily until the consoles were and even
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the consoles typically was like these
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walled gardens where if you did on this
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platform you couldn't really cross over
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to that platform and a lot of licensing
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restrictions and things like that. So
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the PC just you know to me was always
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kind of a more free open-ended design
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platform. to become a console developer,
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you also needed to buy an expensive
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console system and so many workstations
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and you know there's a lot of expense to
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it you know and you know we started my
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first company Maxis on a shoestring and
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you know it was we can always just buy
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PCs cheap get programmers you know so
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economically it was much uh easier entry
217
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but uh also you know in the early days
218
00:07:42,960 --> 00:07:44,800
we were actually developing most of our
219
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stuff on the Macintosh first and we
220
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would convert to the PC later uh the
221
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Macintosh was just kind of a joy to
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program it was very clean system didn't
223
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have all the different, you know, video
224
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card and configuration issues. But there
225
00:07:55,840 --> 00:07:57,280
turned out to be something else that was
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actually really to our benefit, which is
227
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that in the early days, most of the
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journalists out there had Macs, not PCs.
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And since our games were released on the
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Mac first, they were some of the very
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first decent games on the Mac. And so
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writers that were writing for these
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different magazines, you know, they
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would tend to, you know, see our games
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as one of the few they could actually
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kind of try. And uh then if they liked
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it a lot, they would write about it
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because that's what they wrote on was
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the Mac, you know. So our first big
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break was I think it was in Newsweek
241
00:08:23,840 --> 00:08:26,319
magazine. You know the first full page
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review of a computer game was in
243
00:08:28,000 --> 00:08:29,759
Newsweek and it was because the writer
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happened to have a Mac and our game was
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available on the Mac, one of the few
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games and he loved it and he wrote about
247
00:08:33,839 --> 00:08:36,159
it. know the Mac was kind of in a sense
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a hidden advantage for us and that we
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tended to get more press because of
1
00:00:08,559 --> 00:00:10,800
Within these games, within these worlds,
2
00:00:10,800 --> 00:00:12,080
there are a lot of moving parts, you
3
00:00:12,080 --> 00:00:13,519
know, a lot of dynamics. You want this
4
00:00:13,519 --> 00:00:15,280
to be a rich, interesting environment
5
00:00:15,280 --> 00:00:17,520
for the player to explore. My approach
6
00:00:17,520 --> 00:00:18,880
has always been to kind of step back and
7
00:00:18,880 --> 00:00:20,160
think of this whole thing as a system.
8
00:00:20,160 --> 00:00:21,760
You know, what is the system that's
9
00:00:21,760 --> 00:00:23,199
happening here? And actually, when you
10
00:00:23,199 --> 00:00:24,480
get down to the engineering of things
11
00:00:24,480 --> 00:00:26,400
like simulations, you really do need to
12
00:00:26,400 --> 00:00:27,920
think of it as a system. And you need to
13
00:00:27,920 --> 00:00:28,880
kind of think about, you know, what is
14
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my paradigm? What is the way in which
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I'm going to structure the world? How is
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it going to operate? What are the parts?
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How do they interact with each other?
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Systems are interesting. Uh, in some
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sense, what they're going to lead us to
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is this idea that everybody in a game is
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going to be exploring the possibility
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space of that game. What are all the
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possible states that that world could be
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in? uh for something like chess uh it's
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fairly obvious although it's a fairly
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big branching tree it's a you know it's
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a branching tree every move in chess
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leads to another set of possible moves
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and you unfold that branching tree of
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all the possible moves of chess and you
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come up with an astronomical number but
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it's still finite there are finite
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number of kind of possible states in
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chess um the very early games had very
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simple branching trees you know very
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much like chess basically structured
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branching trees that were explicitly put
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there by the designer And this is very
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much like one of those old choose your
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own adventure books. You know, if you're
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going to go into the cave, go to page
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seven. If you're going to go to the top
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of the hill, go to page 20. But
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basically, the writers having to fill
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out every possible branch of that book.
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So, it's a very limited kind of
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structure, a very limited world to
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explore. Later, games started doing what
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I call gated experiences. uh a game like
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let's say Quake or Doom, you're within a
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level and you have all this kind of
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agency and freedom within that level,
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but until you get through the level and
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get to that locked door at the end, uh
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you basically you're in this little
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room, this little small regional
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possibility space. Once you get through
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that, it opens another regional
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possibility space. So, you basically
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have these like little islands of
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possibility space with gates between
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them. Uh and then there have been basic
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hybrids of these two models over time.
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But then as players and designers
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started building more open-ended
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simulations, it opened up a lot more,
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you know. So as we start building
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open-ended games, uh, sandbox games,
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Grand Theft Auto, The Sims, we're
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actually looking at a possibility space
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that's vast, large. And this is when we
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really have to now view it as a system,
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not as a branching tree of poss. You
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know, we're not going to map out every
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possibility. What we're going to do is
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we're going to build a set of things
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that interact in a way to basically
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generate these possibilities for us. For
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the Sims, the way I visualized it was
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that basically you had kind of two
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directions you could go for achievement.
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You could go for social achievement or
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material achievement. You know, you
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could try try to make a lot of friends
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in the Sims, build a big family, have
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people like you, or you could try to
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make a lot of money, buy things for your
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house, grow, acquire that. Uh, and
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really the way I visualized it was
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almost like a bowling alley here. and
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that if I went down one path or the
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other, it was like getting stuck in a
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gutter. To achieve maximum success, you
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had to balance the two achievements
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together to get the highest level of
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achievement, which is right down the
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middle. If you went too far to one side
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or the other, you would actually get
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stuck on a local maximum on either side.
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So, this is basically the way I was
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visualizing a certain region of the
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possibility space within the Sims the
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players would encounter. And we use that
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as kind of a guideline for tuning the
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game. uh after we actually were really
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in deep tuning of the game and we had
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thousands of players playing it, we in
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fact were actually mapping the real
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possibility space that they were going
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through and we were actually looking at
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how the players would fan out across
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these dimensions. These are graphs here
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of the way players were actually fanning
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out. At first we saw them, you know, too
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many on this side, not enough on that
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side. We changed the parameters of the
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game a little bit and actually kind of
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evened out so that these were equally
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attractive, you know, to a wide group of
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players that whole space.
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going a little bit deeper into you know
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actually how do we build this how do we
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think about it how do we engineer it uh
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I need to define two things here the way
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I think about them you know one is
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structure what is something made of you
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know what are its parts uh structure of
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a tree it has a trunk it has branches it
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has leaves uh then there are dynamics uh
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and this is process this is what happens
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over time in this case it's you know
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what can happen to a tree how does it
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Oh, what happens? Can you cut it down?
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Can you turn it into firewood? What
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happens over the seasons? So, those are
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all the dynamics that can happen to a
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tree which are very different than the
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structure of a tree. From that, uh, I
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started imagining the different things I
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use as a designer to build these
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systems. And structurally, I basically
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think in terms of three types of
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structure. One is what I call agents.
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These are objects, you know, that can
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move around, interact in a world
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somehow. Next is networks. These are
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things that are connected through some
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type of relationship uh formally. And it
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could be relationships, it could be
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economic, it could be biological, it
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could be anything. And the last one is
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layers. Uh and this tends to be more
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spatial. Something like Sim City, you
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know, there's basically the pollution
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layer. Uh there's the traffic layer.
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These are things that are spatialized.
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Um and everything in the game like Sim
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City is one of these three things. It's
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either an agent, a network, or layer.
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The road basically is kind of a network
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of you know intersections connecting
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areas something like pollution crime are
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layers uh cars moving around people
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moving around even buildings are agents
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you know sitting on the landscape with
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some identity and some parameters now so
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that's kind of the topologies or the
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structure of games the way I think of
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systems
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Next when we get into dynamics you know
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across any of these topologies
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any one of these dynamics can occur
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things like propagation how something
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spread through that uh growth grouping
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order allocation mapping specialization
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all these are dynamics that occur within
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these topologies in some sense these are
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now the verbs the topologies These are
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the nouns that we're building the game
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out of. These dynamics are the verbs.
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And lastly, how do we think about this?
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You know, what is our underlying
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metaphor for bringing these things
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together? And that's what I call
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paradigms. Initially, there were things
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way back in the 40s called it
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cybernetics, but really it was very
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simple systems like a thermostat. And
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originally, this was developed for
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things like autopilots or very simple
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machine control. Governors on steam
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engines even are an example of a
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cybernetic system. But in essence, it's
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a very simple little system trying to
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seek a behavior, seek some set point. It
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might be a temperature, might be the
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speed of an engine, whatever. Uh it was
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only in the 50s when the very first
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primitive computers started coming
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around that the idea of system dynamics
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came out. A guy name Jay Forester kind
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of came up with this concept and it's
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almost uh hydraological. It's it's
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almost based upon like a chemical
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refinery. And that in system dynamics,
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you just basically have valves and flows
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in containers. A container might be
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population or it might be number of
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cars. You know, a flow might be birth
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rate or death rate. And you have little
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algorithms that will adjust the flows,
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you know, for the birth rate, death
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rate. You can see what the population
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does over time. and he would build these
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very elaborate models of very
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complicated systems. You know, things
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like the world, you know, food
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production or in fact he was the first
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person to actually build a city model
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using this kind of paradigm. The next
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one I'm going to talk about is cellular
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automa which really kind of came to its
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own uh when PCs were really starting to
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come out and people had access to
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cheaper computers although in fact
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cellular automter were predated system
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dynamics. So automa are basically the
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idea that there's a grid and cells and
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these cells can have you know either be
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on or off or have quantities in them but
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basically all the dynamics within that
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are based upon the neighbors and the
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behavior of neighbors. The simplest
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example of this is a game called life.
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Uh John Conway mathematician came up
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with this very simple system and it's a
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grid. Actually I'm going to go to the
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whiteboard uh just to explain this
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because it's actually quite simple.
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So in Conway's life, you basically have
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a little world. It's a grid. Uh within
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this grid, every cell
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can either have one of two states. It's
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either alive and it's full or it's dead
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and it's off. Now, the rules for life
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basically say that, you know, if one
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cell right here has exactly three
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neighbors, and we're counting all the
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neighbors like that. If there are
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exactly three cells alive around it like
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so, this empty cell now comes to life.
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On the next turn, a new cell appears
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here. Now, if a given cell is already
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alive and it has
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three or two neighbors, it stays there.
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If it has less than two or more than
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three, it dies. So, this one only has
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one neighbor, so it dies. So basically
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that's the whole rule set for Conway's
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life. Now it sounds very simple you know
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you're just counting whether it has two
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or three rule you know neighbors and
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whether it comes to life or dies. Turns
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out that when you turn this on and you
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put a few cells in there's an explosion
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of complexity. All this stuff starts
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happening really unpredictable uh
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surprising stuff and people have studied
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this thing for years. I spent months
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studying you know in fact I taught
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myself programming trying to program
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life and make it faster and faster and
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faster. So uh and you can take something
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in as an example
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if you put this shape into life at the
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very beginning and just start it, it
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will explode into this whole set of
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hundreds of things that start moving
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around and have behavior and it's always
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exactly the same every time. It's
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deterministic. Uh but it's all a result
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of that two simple little rules. And
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this is, you know, one of the best
284
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examples of emergence that, uh, Conway,
285
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who programmed this, discovered it. Uh,
286
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there was no way he could have predicted
287
00:10:16,880 --> 00:10:18,399
the elaborate behaviors that were going
288
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to happen in this little world based
289
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upon those two rules. Uh, it just
290
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emerges as a result of that. And it's
291
00:10:23,600 --> 00:10:25,600
emergent complexity. So, you have this
292
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amazingly complex little world that's
293
00:10:27,680 --> 00:10:29,360
emerging out of this incredibly simple
294
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little rule set. Somebody asked me just
295
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recently what my favorite game was, and
296
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it's Go. And the reason Go is my
297
00:10:35,519 --> 00:10:37,120
favorite game is because Go has very
298
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much the same property. Go has two very
299
00:10:39,600 --> 00:10:41,200
simple rules, one of which almost never
300
00:10:41,200 --> 00:10:43,839
happens, but yet the strategy of Go is
301
00:10:43,839 --> 00:10:46,079
incredibly complex relative to the rule
302
00:10:46,079 --> 00:10:47,920
set. And for me, that's a wonderful
303
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aesthetic for game design. What is the
304
00:10:49,519 --> 00:10:50,880
simplest set of rules that you can
305
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create that leads to the widest range of
306
00:10:53,920 --> 00:10:55,519
complexity and the most interesting
307
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world that you can explore with strategy
308
00:10:58,320 --> 00:11:00,800
and behavior? Sell automa actually
309
00:11:00,800 --> 00:11:03,200
became a key part of sim city and the
310
00:11:03,200 --> 00:11:05,200
way it operates. Uh basically a lot of
311
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the complexity of sim city comes from
312
00:11:06,800 --> 00:11:09,760
this connected to a system dynamics
313
00:11:09,760 --> 00:11:11,920
model like J forester had. Again, Jay
314
00:11:11,920 --> 00:11:14,000
Forester's, you know, model was kind of
315
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basically containers, you know, with
316
00:11:15,920 --> 00:11:18,399
whatever, let's say, population and
317
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then, you know, little valves that would
318
00:11:20,880 --> 00:11:22,720
control, you know, this might be birth
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rate,
320
00:11:24,640 --> 00:11:26,800
this might be death rate, you know,
321
00:11:26,800 --> 00:11:29,680
later on we might have uh another one
322
00:11:29,680 --> 00:11:32,560
that we add for migration, whatever we
323
00:11:32,560 --> 00:11:36,560
want to. Um now
324
00:11:36,560 --> 00:11:38,320
Jay Forester came up with this model
325
00:11:38,320 --> 00:11:40,160
system dynamics and people started
326
00:11:40,160 --> 00:11:41,200
trying to model a lot of different
327
00:11:41,200 --> 00:11:44,560
things with it. Uh back in the late 60s
328
00:11:44,560 --> 00:11:47,279
early 70s there was a group that started
329
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building what they called the world
330
00:11:48,560 --> 00:11:50,480
dynamic model and they actually started
331
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modeling the world economy food
332
00:11:52,000 --> 00:11:53,920
production population growth all this
333
00:11:53,920 --> 00:11:55,519
stuff to get some sense of where the
334
00:11:55,519 --> 00:11:58,160
world was headed. uh in fact they
335
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started a group called the club of Rome
336
00:11:59,600 --> 00:12:01,040
and there was a very famous book
337
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published called the limits to growth
338
00:12:02,959 --> 00:12:05,120
and in that book they were basically
339
00:12:05,120 --> 00:12:06,639
showing the results of their world
340
00:12:06,639 --> 00:12:09,200
simulation they were running around 1970
341
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and it was showing that the world you
342
00:12:10,880 --> 00:12:12,880
know economy would collapse around 1985
343
00:12:12,880 --> 00:12:15,279
to 1990 and food production people would
344
00:12:15,279 --> 00:12:19,040
starve and it didn't happen uh what
345
00:12:19,040 --> 00:12:20,240
turned out is they looked back at the
346
00:12:20,240 --> 00:12:21,680
model and they found that they were off
347
00:12:21,680 --> 00:12:22,959
on a few little factors they didn't
348
00:12:22,959 --> 00:12:24,480
foresee the green revolution for
349
00:12:24,480 --> 00:12:26,320
instance that you know the efficiency of
350
00:12:26,320 --> 00:12:28,240
food production per land area was going
351
00:12:28,240 --> 00:12:30,000
to go up a little bit more than they
352
00:12:30,000 --> 00:12:32,000
thought. And what was surprising was
353
00:12:32,000 --> 00:12:34,160
that that little bit that they were off
354
00:12:34,160 --> 00:12:37,040
led to an incredibly different result
355
00:12:37,040 --> 00:12:39,200
than what really happened. And that was
356
00:12:39,200 --> 00:12:40,720
really our first inkling into what
357
00:12:40,720 --> 00:12:43,040
became known as chaos theory. The idea
358
00:12:43,040 --> 00:12:45,279
that, you know, sometimes the initial,
359
00:12:45,279 --> 00:12:47,760
you know, starting position of something
360
00:12:47,760 --> 00:12:49,279
can lead to a totally different outcome
361
00:12:49,279 --> 00:12:51,200
if it's just a little bit displaced. You
362
00:12:51,200 --> 00:12:52,639
know, a good kind of way to think about
363
00:12:52,639 --> 00:12:54,959
chaos theory. We have basically what we
364
00:12:54,959 --> 00:12:57,360
call chaotic systems and stable systems.
365
00:12:57,360 --> 00:12:59,680
If I take a a bowl, for instance, like
366
00:12:59,680 --> 00:13:02,800
that, and I drop a marble into it, you
367
00:13:02,800 --> 00:13:04,800
know, it might land here, or I might
368
00:13:04,800 --> 00:13:06,959
drop it there. Uh either way, it's going
369
00:13:06,959 --> 00:13:08,000
to roll around a little bit. It's going
370
00:13:08,000 --> 00:13:09,440
to pretty much end up at the bottom.
371
00:13:09,440 --> 00:13:11,440
Okay, that's a stable system. uh a
372
00:13:11,440 --> 00:13:13,279
chaotic system. If we take that ball and
373
00:13:13,279 --> 00:13:16,399
we invert it like so and we drop a ball
374
00:13:16,399 --> 00:13:17,839
and displace it a little bit, you know,
375
00:13:17,839 --> 00:13:19,680
if it lands here, it might roll way off
376
00:13:19,680 --> 00:13:22,320
over here. If it lands right there, it
377
00:13:22,320 --> 00:13:23,839
might roll way off over there. So, this
378
00:13:23,839 --> 00:13:26,240
is really a chaotic system where a very
379
00:13:26,240 --> 00:13:28,639
small change in the initial position can
380
00:13:28,639 --> 00:13:30,959
lead to a wildly different outcome. And
381
00:13:30,959 --> 00:13:33,279
that's kind of what they discovered in
382
00:13:33,279 --> 00:13:35,360
uh the world dynamic model and all of a
383
00:13:35,360 --> 00:13:37,120
sudden chaos theory started putting real
384
00:13:37,120 --> 00:13:39,120
limits on things that we could predict
385
00:13:39,120 --> 00:13:40,480
with simulations. You know, it turns out
386
00:13:40,480 --> 00:13:43,839
that things like weather uh and even
387
00:13:43,839 --> 00:13:45,760
other things like economies tend to be
388
00:13:45,760 --> 00:13:48,399
chaotic. So that uh even if we have a
389
00:13:48,399 --> 00:13:49,920
very detailed simulation and we put a
390
00:13:49,920 --> 00:13:51,519
lot of horsepower behind it, there's
391
00:13:51,519 --> 00:13:54,000
still going to be a very deep level of
392
00:13:54,000 --> 00:13:55,519
unpredictability to these kind of a
393
00:13:55,519 --> 00:13:57,760
system. Another direction that these
394
00:13:57,760 --> 00:13:59,519
paradigms have taken is what we call
395
00:13:59,519 --> 00:14:01,920
network theory. And you know a network
396
00:14:01,920 --> 00:14:04,560
is just anything kind of containing
397
00:14:04,560 --> 00:14:08,320
nodes and links like that. Uh turns out
398
00:14:08,320 --> 00:14:10,959
you can visualize so many things as a
399
00:14:10,959 --> 00:14:13,440
network. You know you can visualize you
400
00:14:13,440 --> 00:14:16,079
know biological systems, metabolic
401
00:14:16,079 --> 00:14:17,680
systems, you know things within your
402
00:14:17,680 --> 00:14:19,040
body, the way chemicals and proteins
403
00:14:19,040 --> 00:14:21,760
flow through your body, economics,
404
00:14:21,760 --> 00:14:23,519
uh social systems, all these things can
405
00:14:23,519 --> 00:14:25,839
be visualized as a network and of course
406
00:14:25,839 --> 00:14:28,560
you know including the internet. Now it
407
00:14:28,560 --> 00:14:30,800
turns out that these networks have some
408
00:14:30,800 --> 00:14:32,320
surprising properties things that are
409
00:14:32,320 --> 00:14:35,279
just not obvious. One of those things is
410
00:14:35,279 --> 00:14:37,519
that if you have a disconnected network
411
00:14:37,519 --> 00:14:39,440
like this
412
00:14:39,440 --> 00:14:42,240
and you start randomly
413
00:14:42,240 --> 00:14:43,680
connecting these things like just
414
00:14:43,680 --> 00:14:45,920
randomly
415
00:14:45,920 --> 00:14:47,839
it turns out that all you need is the
416
00:14:47,839 --> 00:14:50,240
average of about one connection per node
417
00:14:50,240 --> 00:14:52,880
to have a fully connected network
418
00:14:52,880 --> 00:14:55,360
basically for any size network. Uh so
419
00:14:55,360 --> 00:14:56,880
over time if I just do like one
420
00:14:56,880 --> 00:14:58,959
connection per node I almost always end
421
00:14:58,959 --> 00:15:00,320
up with almost a fully connected
422
00:15:00,320 --> 00:15:02,160
network. Another kind of surprising
423
00:15:02,160 --> 00:15:04,560
result is that you know for any size
424
00:15:04,560 --> 00:15:07,040
network above a very simple one like
425
00:15:07,040 --> 00:15:09,360
this that the distance what they call
426
00:15:09,360 --> 00:15:12,079
the graph width between any two points
427
00:15:12,079 --> 00:15:15,279
in this network is almost never more
428
00:15:15,279 --> 00:15:18,800
than six steps you know so from point
429
00:15:18,800 --> 00:15:22,240
there to point there one two three four
430
00:15:22,240 --> 00:15:23,600
and this is of course you know the six
431
00:15:23,600 --> 00:15:26,639
degrees of Kevin Bacon thing that uh you
432
00:15:26,639 --> 00:15:28,480
know even across the earth they've shown
433
00:15:28,480 --> 00:15:30,720
that you know I can find any other
434
00:15:30,720 --> 00:15:33,440
person on earth through you know six
435
00:15:33,440 --> 00:15:35,519
steps of people that I know what this
436
00:15:35,519 --> 00:15:36,720
person that person knows that person
437
00:15:36,720 --> 00:15:38,240
that person knows that person I can
438
00:15:38,240 --> 00:15:39,519
connect myself to almost any other
439
00:15:39,519 --> 00:15:42,399
person on the planet uh so these are
440
00:15:42,399 --> 00:15:44,800
very kind of non-intuitive things but
441
00:15:44,800 --> 00:15:46,959
actually as a designer this is part of
442
00:15:46,959 --> 00:15:48,399
your language that you can use within
443
00:15:48,399 --> 00:15:50,800
your game to build these systems uh you
444
00:15:50,800 --> 00:15:52,880
can represent you know any kind of
445
00:15:52,880 --> 00:15:54,720
system in your game using multiple
446
00:15:54,720 --> 00:15:56,240
paradigms you can kind of choose which
447
00:15:56,240 --> 00:15:58,000
paradigm is best suited for my game when
448
00:15:58,000 --> 00:15:59,839
I'm building a system and this occurs
449
00:15:59,839 --> 00:16:01,839
you know both kind of at the conceptual
450
00:16:01,839 --> 00:16:03,440
level but also at the engineering level
451
00:16:03,440 --> 00:16:06,680
as well.
452
00:16:11,440 --> 00:16:13,360
So these become a lot of things that I
453
00:16:13,360 --> 00:16:15,920
think of as a designer of systems that I
454
00:16:15,920 --> 00:16:18,639
use to build games. On top of this,
455
00:16:18,639 --> 00:16:20,720
there are also certain properties that I
456
00:16:20,720 --> 00:16:22,240
find interesting to think in terms of
457
00:16:22,240 --> 00:16:24,480
dimensions within a system. One is local
458
00:16:24,480 --> 00:16:26,399
to global. How much are local effects
459
00:16:26,399 --> 00:16:27,839
versus global effects? And you know
460
00:16:27,839 --> 00:16:29,600
where do they meet in sub city? you
461
00:16:29,600 --> 00:16:31,680
know, something like uh traffic is very
462
00:16:31,680 --> 00:16:34,800
local to that one spot on the road. Uh
463
00:16:34,800 --> 00:16:36,639
the overall tax rate of the city is
464
00:16:36,639 --> 00:16:37,759
global, you know, and there's some
465
00:16:37,759 --> 00:16:38,800
things that are kind of in between. You
466
00:16:38,800 --> 00:16:40,320
know, what's the police effectiveness
467
00:16:40,320 --> 00:16:43,759
within the city? Uh order to disorder.
468
00:16:43,759 --> 00:16:45,600
Uh things that are, you know, very very
469
00:16:45,600 --> 00:16:47,120
ordered become, you know, very
470
00:16:47,120 --> 00:16:48,880
predictable and sometimes you want that
471
00:16:48,880 --> 00:16:50,639
in a game. Other things are totally
472
00:16:50,639 --> 00:16:53,759
disordered, random, chaotic. And even
473
00:16:53,759 --> 00:16:56,079
things like cooperation to competition,
474
00:16:56,079 --> 00:16:58,160
you know, is a dimension within a game.
475
00:16:58,160 --> 00:16:59,600
You know, you can have some games that
476
00:16:59,600 --> 00:17:01,279
are very competitive, others that are
477
00:17:01,279 --> 00:17:03,360
very cooperative, but there are also a
478
00:17:03,360 --> 00:17:05,360
lot of spot spots in between those two
479
00:17:05,360 --> 00:17:06,880
and sometimes the game can actually
480
00:17:06,880 --> 00:17:08,480
shift where one moment you're playing
481
00:17:08,480 --> 00:17:09,839
cooperatively, another time you're
482
00:17:09,839 --> 00:17:11,600
playing competitively. One of my
483
00:17:11,600 --> 00:17:13,919
favorite old games is Mule. And Mule had
484
00:17:13,919 --> 00:17:16,000
that beautifully done where you're kind
485
00:17:16,000 --> 00:17:17,439
of competing with the other players, but
486
00:17:17,439 --> 00:17:18,720
at some sense if you don't cooperate
487
00:17:18,720 --> 00:17:20,000
with them to some degree, the entire
488
00:17:20,000 --> 00:17:21,919
colony collapses and so you all lose.
489
00:17:21,919 --> 00:17:23,439
And so I love the fact that that game
490
00:17:23,439 --> 00:17:25,199
actually had cooperation and competition
491
00:17:25,199 --> 00:17:29,120
in the same game structure.
492
00:17:33,760 --> 00:17:37,039
I tend to be a very visual person. Uh
493
00:17:37,039 --> 00:17:39,120
you know in school I didn't think math
494
00:17:39,120 --> 00:17:41,520
was that interesting at all until at
495
00:17:41,520 --> 00:17:43,360
some point I started realizing that I
496
00:17:43,360 --> 00:17:45,280
could basically turn almost all of math
497
00:17:45,280 --> 00:17:48,000
into geometry and I could take almost
498
00:17:48,000 --> 00:17:49,600
any branch of math and as soon as I can
499
00:17:49,600 --> 00:17:52,400
imagine it as geometry I love it and it
500
00:17:52,400 --> 00:17:53,760
makes sense and it's totally intuitive
501
00:17:53,760 --> 00:17:56,160
to me. So that's just kind of the way I
502
00:17:56,160 --> 00:17:58,720
think about things is I tend to try to
503
00:17:58,720 --> 00:18:00,720
bring it into the visual realm in
504
00:18:00,720 --> 00:18:02,559
essence. You know there's a certain part
505
00:18:02,559 --> 00:18:04,559
of my mind that you know I think does
506
00:18:04,559 --> 00:18:08,080
very good spatial uh
507
00:18:08,080 --> 00:18:10,240
reasoning. Other people tend to do
508
00:18:10,240 --> 00:18:12,000
better I think you know with audio
509
00:18:12,000 --> 00:18:15,120
reasoning or something else. But uh as a
510
00:18:15,120 --> 00:18:17,039
game designer you know I'm imagining
511
00:18:17,039 --> 00:18:19,200
even as a game player when I come into a
512
00:18:19,200 --> 00:18:20,799
game I'm trying to imagine you know what
513
00:18:20,799 --> 00:18:22,080
are the things I could do in this game
514
00:18:22,080 --> 00:18:24,480
you know how far can I go? Uh, how hard
515
00:18:24,480 --> 00:18:26,160
is that? You know, in some sense, I'm
516
00:18:26,160 --> 00:18:27,760
building a map, not a, you know, an
517
00:18:27,760 --> 00:18:31,039
explicit overt map of the terrain, but a
518
00:18:31,039 --> 00:18:33,360
map of, you know, my abilities, my
519
00:18:33,360 --> 00:18:35,760
agency, my freedom. I always tend to
520
00:18:35,760 --> 00:18:37,679
visualize that as some type of topology.
521
00:18:37,679 --> 00:18:40,640
You know, if it's a gated experience,
522
00:18:40,640 --> 00:18:42,080
you know, maybe with rooms, you know, I
523
00:18:42,080 --> 00:18:43,679
see these as nodes with connectors, you
524
00:18:43,679 --> 00:18:45,200
know, and that's just a way for me to
525
00:18:45,200 --> 00:18:46,720
visualize the topology of that, you
526
00:18:46,720 --> 00:18:48,720
know, structure. It might be more free
527
00:18:48,720 --> 00:18:51,280
floating you know agents moving around
528
00:18:51,280 --> 00:18:52,799
or it might be something you know very
529
00:18:52,799 --> 00:18:56,960
rigid like a cube or layers but um even
530
00:18:56,960 --> 00:18:59,360
the behavior the the what we call phase
531
00:18:59,360 --> 00:19:01,520
space in mathematics you know can be
532
00:19:01,520 --> 00:19:03,760
viewed as a topology. A lot of the
533
00:19:03,760 --> 00:19:06,320
really cool work in chaos theory has
534
00:19:06,320 --> 00:19:08,880
come by visualizing these systems you
535
00:19:08,880 --> 00:19:10,880
know collapsing you know fairly complex
536
00:19:10,880 --> 00:19:12,640
system down into something that you can
537
00:19:12,640 --> 00:19:14,799
now look at as a picture. You take
538
00:19:14,799 --> 00:19:16,160
something as simple as a pendulum, you
539
00:19:16,160 --> 00:19:18,799
know, swinging back and forth. And in a
540
00:19:18,799 --> 00:19:20,799
chaotic system, you know, basically it's
541
00:19:20,799 --> 00:19:23,039
going from, you know, zero movement,
542
00:19:23,039 --> 00:19:24,960
fast movement at the bottom back to zero
543
00:19:24,960 --> 00:19:26,640
movement. One dimension is, let's say,
544
00:19:26,640 --> 00:19:28,400
the kinetic energy, and the other one is
545
00:19:28,400 --> 00:19:30,080
the potential energy. So the potential
546
00:19:30,080 --> 00:19:32,320
energy is how high it is. Kinetic energy
547
00:19:32,320 --> 00:19:34,240
is how fast it's going. If you imagine
548
00:19:34,240 --> 00:19:36,880
these drawings of curved spaceime, you
549
00:19:36,880 --> 00:19:38,320
know, you put a planet on spaceime and
550
00:19:38,320 --> 00:19:40,320
it bends it down here. Okay? So you're
551
00:19:40,320 --> 00:19:42,960
actually bending space there. Turns out
552
00:19:42,960 --> 00:19:45,520
time bends exactly the same way. So if
553
00:19:45,520 --> 00:19:47,919
something is going past that planet
554
00:19:47,919 --> 00:19:50,000
through that bent spaceime, the timeline
555
00:19:50,000 --> 00:19:51,840
for that is a lot longer than if the
556
00:19:51,840 --> 00:19:53,600
planet weren't there. And that's a
557
00:19:53,600 --> 00:19:55,200
really clear way of visualizing time
558
00:19:55,200 --> 00:19:58,240
dilation and relativity. So I love the
559
00:19:58,240 --> 00:19:59,520
fact that you can just take things like
560
00:19:59,520 --> 00:20:01,760
that as soon as you make them visual.
561
00:20:01,760 --> 00:20:04,320
It's so instinctual and intuitive. Uh
562
00:20:04,320 --> 00:20:05,520
which is actually kind of a good lesson
563
00:20:05,520 --> 00:20:06,960
I think you know for your players if you
564
00:20:06,960 --> 00:20:08,799
can take things in your game that seem
565
00:20:08,799 --> 00:20:11,440
overly complex at first and make them
566
00:20:11,440 --> 00:20:13,200
more visual. So the player can inter,
567
00:20:13,200 --> 00:20:14,559
you know, interpret it with their
568
00:20:14,559 --> 00:20:16,799
intuition rather than, you know, having
569
00:20:16,799 --> 00:20:19,280
to do some more abstract reasoning. Uh
570
00:20:19,280 --> 00:20:20,640
you can make something that's very
571
00:20:20,640 --> 00:20:21,840
complex actually seem much more
572
00:20:21,840 --> 00:20:24,840
approachable.
573
00:20:29,679 --> 00:20:31,520
Just to recap, you know, basically we
574
00:20:31,520 --> 00:20:33,679
have these things that we can build our
575
00:20:33,679 --> 00:20:36,480
systems out of. Agents, networks,
576
00:20:36,480 --> 00:20:39,120
layers. Layers tend to be more rigid.
577
00:20:39,120 --> 00:20:41,679
Agents tend to be more flexible.
578
00:20:41,679 --> 00:20:43,600
topologies that we can kind of structure
579
00:20:43,600 --> 00:20:48,159
from these things. And these networks
580
00:20:48,159 --> 00:20:49,840
also are not just within the systems of
581
00:20:49,840 --> 00:20:52,480
our games. You know, the overall context
582
00:20:52,480 --> 00:20:54,480
of what we're dealing with, the players,
583
00:20:54,480 --> 00:20:56,240
the world, the way we distribute market
584
00:20:56,240 --> 00:20:58,400
games can also be viewed as networks. We
585
00:20:58,400 --> 00:20:59,679
have the technology networks of our
586
00:20:59,679 --> 00:21:00,799
computers being connected to the
587
00:21:00,799 --> 00:21:03,039
internet. We have, you know, platform
588
00:21:03,039 --> 00:21:05,840
networks of different types of platforms
589
00:21:05,840 --> 00:21:07,360
that our games might play on this or
590
00:21:07,360 --> 00:21:11,200
that or iPad or PC. We have the formats,
591
00:21:11,200 --> 00:21:13,280
you know, networks, the kind of games
592
00:21:13,280 --> 00:21:15,120
that we're playing, brain networks that
593
00:21:15,120 --> 00:21:16,559
we're dealing with in the player, and
594
00:21:16,559 --> 00:21:17,840
the social networks that we're dealing
595
00:21:17,840 --> 00:21:20,400
with in the communities of the players.
596
00:21:20,400 --> 00:21:22,080
So all these things really these
597
00:21:22,080 --> 00:21:23,919
topologies and systems aren't just
598
00:21:23,919 --> 00:21:24,960
things that we're going to use to
599
00:21:24,960 --> 00:21:27,440
construct our simulations and our games
600
00:21:27,440 --> 00:21:29,280
but these are also things that we can
601
00:21:29,280 --> 00:21:31,520
use to represent and understand the
602
00:21:31,520 --> 00:21:33,200
overall world in which these games are
603
00:21:33,200 --> 00:21:35,600
being played
1
00:00:10,400 --> 00:00:12,559
A design leader on a team, you know, can
2
00:00:12,559 --> 00:00:13,920
take a number of different roles. You
3
00:00:13,920 --> 00:00:15,440
know, they can start the vision for
4
00:00:15,440 --> 00:00:16,720
design. This is where I think we should
5
00:00:16,720 --> 00:00:18,640
go. They can be the one initially
6
00:00:18,640 --> 00:00:20,400
pitching the team members, you know,
7
00:00:20,400 --> 00:00:21,680
hey, doesn't this sound cool? Don't you
8
00:00:21,680 --> 00:00:23,519
want to come build this with me?
9
00:00:23,519 --> 00:00:25,760
uh at some point you know I think if
10
00:00:25,760 --> 00:00:27,920
things are running kind of nicely you
11
00:00:27,920 --> 00:00:29,199
know that's when I start feeling like a
12
00:00:29,199 --> 00:00:30,880
traffic cop like you know all the ideas
13
00:00:30,880 --> 00:00:32,399
are pretty good and you know it's more
14
00:00:32,399 --> 00:00:34,079
just me matter of saying you know let's
15
00:00:34,079 --> 00:00:35,520
do that one now this one later let's see
16
00:00:35,520 --> 00:00:36,960
if these two let's build a prototype for
17
00:00:36,960 --> 00:00:39,200
that you know it's more a matter of that
18
00:00:39,200 --> 00:00:41,360
sometimes you do have to get dictatorial
19
00:00:41,360 --> 00:00:42,399
you know and you have to just kind of
20
00:00:42,399 --> 00:00:43,920
put your foot down you know a lot of
21
00:00:43,920 --> 00:00:45,360
times you'll get stuck in this kind of
22
00:00:45,360 --> 00:00:47,360
standoff stalemate and you just have to
23
00:00:47,360 --> 00:00:49,039
make a decision and that's where you
24
00:00:49,039 --> 00:00:50,320
just have to go with your gut your
25
00:00:50,320 --> 00:00:52,719
intuition your instinct and say Okay,
26
00:00:52,719 --> 00:00:54,000
look, I'm just going to resolve this
27
00:00:54,000 --> 00:00:57,199
now. Uh you try to avoid that if you
28
00:00:57,199 --> 00:00:59,520
can, but um at the same time, you're
29
00:00:59,520 --> 00:01:02,160
also you're not just uh leading the
30
00:01:02,160 --> 00:01:04,479
design of your product, but you're
31
00:01:04,479 --> 00:01:06,880
leading the process of your design team.
32
00:01:06,880 --> 00:01:08,000
You know, you're telling your design
33
00:01:08,000 --> 00:01:09,520
team, okay, look, this is how I want us
34
00:01:09,520 --> 00:01:12,159
to resolve uh disputes or this is how I
35
00:01:12,159 --> 00:01:14,720
want us to make creative decisions. And
36
00:01:14,720 --> 00:01:17,119
so you basically establish a process on
37
00:01:17,119 --> 00:01:19,920
etiquette uh some kind of rules of the
38
00:01:19,920 --> 00:01:22,560
road for how these design decisions can
39
00:01:22,560 --> 00:01:24,560
get made how you want them to work on
40
00:01:24,560 --> 00:01:26,720
your team what you want the team's uh
41
00:01:26,720 --> 00:01:29,200
basically philosophy to be for design
42
00:01:29,200 --> 00:01:30,479
you know I've always wanted to have
43
00:01:30,479 --> 00:01:32,000
design spread out through the entire
44
00:01:32,000 --> 00:01:33,840
team if possible and so that's a
45
00:01:33,840 --> 00:01:35,360
philosophy that you try to instill in
46
00:01:35,360 --> 00:01:36,960
the team so I think that's probably one
47
00:01:36,960 --> 00:01:38,400
of the more important roles the designer
48
00:01:38,400 --> 00:01:39,680
plays that's kind of separate from the
49
00:01:39,680 --> 00:01:41,920
actual
50
00:01:47,759 --> 00:01:49,280
I've been talking about kind of like the
51
00:01:49,280 --> 00:01:51,840
design team, you know, almost like it's
52
00:01:51,840 --> 00:01:53,439
separate from the rest of the team,
53
00:01:53,439 --> 00:01:56,880
which it's not. Um, and, you know, on a
54
00:01:56,880 --> 00:01:58,240
lot of the larger games I've worked on,
55
00:01:58,240 --> 00:01:59,600
you know, we had, you know, several
56
00:01:59,600 --> 00:02:01,920
people that were purely designers, but
57
00:02:01,920 --> 00:02:03,439
yet everybody on the team was
58
00:02:03,439 --> 00:02:05,360
contributing to the design, you know,
59
00:02:05,360 --> 00:02:07,840
all the way down, uh, at some level. you
60
00:02:07,840 --> 00:02:09,200
know, any idea could bubble up from
61
00:02:09,200 --> 00:02:12,000
anywhere, you know. So, really, ideally,
62
00:02:12,000 --> 00:02:13,920
you want to start actually distributing
63
00:02:13,920 --> 00:02:16,000
a lot of the design tasks to the entire
64
00:02:16,000 --> 00:02:18,640
team because somebody working down here
65
00:02:18,640 --> 00:02:20,879
on the sound system or that guy on the
66
00:02:20,879 --> 00:02:23,040
graphic system might have some really
67
00:02:23,040 --> 00:02:24,560
creative ideas and they probably know a
68
00:02:24,560 --> 00:02:25,760
lot more about the way that thing
69
00:02:25,760 --> 00:02:27,680
actually works and what you could do
70
00:02:27,680 --> 00:02:29,760
with it than you as a designer might
71
00:02:29,760 --> 00:02:31,440
know. uh as a designer you want to have
72
00:02:31,440 --> 00:02:33,200
a rough idea of the way all these things
73
00:02:33,200 --> 00:02:34,400
worked but you're not going to have
74
00:02:34,400 --> 00:02:36,080
necessarily the specialized knowledge of
75
00:02:36,080 --> 00:02:37,920
the way that particular you know cell
76
00:02:37,920 --> 00:02:40,080
shader works or something like that.
77
00:02:40,080 --> 00:02:43,360
Ideally, you want to find the design
78
00:02:43,360 --> 00:02:46,319
talent within your team. Um, learn to
79
00:02:46,319 --> 00:02:48,640
rely on it. You know, basically make it
80
00:02:48,640 --> 00:02:50,560
visible to other members. So, it's not
81
00:02:50,560 --> 00:02:52,080
just that person going around, you know,
82
00:02:52,080 --> 00:02:53,680
somebody's back, but you know, you
83
00:02:53,680 --> 00:02:56,000
really respect that person's idea. Uh,
84
00:02:56,000 --> 00:02:58,400
you want to go with it. Um, a lot of
85
00:02:58,400 --> 00:03:00,879
times people will enter a game team as a
86
00:03:00,879 --> 00:03:02,720
programmer, an artist or whatever, but
87
00:03:02,720 --> 00:03:04,080
their real aspiration is to be a
88
00:03:04,080 --> 00:03:05,360
designer. You know, that's where they
89
00:03:05,360 --> 00:03:07,280
really want to go. And so if you can
90
00:03:07,280 --> 00:03:08,800
help nurture that and help them down
91
00:03:08,800 --> 00:03:10,959
that path, uh, you know, one day you
92
00:03:10,959 --> 00:03:12,080
might end up with a great designer
93
00:03:12,080 --> 00:03:13,680
alongside of you. We're competing with
94
00:03:13,680 --> 00:03:16,680
you.
95
00:03:22,319 --> 00:03:23,680
I usually think when I hear the word
96
00:03:23,680 --> 00:03:25,120
document, I think of something that you
97
00:03:25,120 --> 00:03:26,560
you write down and then you print it out
98
00:03:26,560 --> 00:03:29,040
and get ready to copy of it. Um, you
99
00:03:29,040 --> 00:03:31,040
know what I think is typically much more
100
00:03:31,040 --> 00:03:32,560
useful in game development is something
101
00:03:32,560 --> 00:03:35,120
like a wiki. you know where it's
102
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changing all the time to show you know
103
00:03:36,879 --> 00:03:38,879
the current thinking because I think you
104
00:03:38,879 --> 00:03:40,239
know even a game designer is going to be
105
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changing you know if not daily at least
106
00:03:42,239 --> 00:03:44,080
weekly you know aspects of your games
107
00:03:44,080 --> 00:03:45,760
are going to always be changing and you
108
00:03:45,760 --> 00:03:46,799
don't want to have everybody on your
109
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team have to come back to you and say
110
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what's the plan this week but as you're
111
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making these incremental or iterative
112
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changes you're updating it on the wiki
113
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you know pretty consistently everybody
114
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can always go back there and find out
115
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okay what's the current plan for our
116
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animation system or this or that uh and
117
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we found that to be pretty uh effective
118
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you know just in terms of time
119
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management and all that. One thing I
120
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noticed you know when I started doing
121
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games I was doing almost everything. I
122
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was writing the manual doing the art
123
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sound and all that. Uh then I started
124
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working in small teams you know four or
125
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five people eventually it was like 10 20
126
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people. When I was teams are around 10
127
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or 20 people I found that we would spend
128
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about three hours actually doing work
129
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for every hour we spent in meetings
130
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together. As I started working on larger
131
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and larger teams up toward 80 people,
132
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90, 100, uh it was the inverse. We were
133
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spending actually three hours in
134
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meetings for every 1 hour we spent at
135
00:04:39,440 --> 00:04:42,800
our desk working, you know, and that is,
136
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you know, obviously
137
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topheavy and you know, you're wasting
138
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way too much time on communication
139
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there. But now we have more and more
140
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tools coming online that allow us to
141
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collaborate more effectively with a lot
142
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less effort. We don't all have to sit in
143
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a room at the same time for an hour
144
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having a meeting about something all the
145
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time, you know, we can actually
146
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eliminate most of those meetings. So
147
00:05:02,080 --> 00:05:03,840
these documents really I think it's more
148
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a matter of uh group memory, you know,
149
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and that's what a wiki for me kind of is
150
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is like, you know, me and two other
151
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designers decided we're going to do
152
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this. We put on the wiki. If you know,
153
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somebody wants to find out what we're
154
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doing, they look at that or if they have
155
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an issue with that and they look at it
156
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and they come to us and say, "Hey,
157
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there's a problem with what you
158
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decided." You know, then we kind of
159
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revisit it. But you kind of wait for
160
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these things to happen and you basically
161
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try to get everybody on the team to
162
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respect that mode of communication.
163
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Well, criticism uh actually depends a
164
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lot kind of on your background. You
165
00:05:41,759 --> 00:05:43,360
know, we find that you the artists on
166
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our team are very familiar with the idea
167
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of criticism because they go through art
168
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critiques and art school and stuff like
169
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that. You know, they're very comfortable
170
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with that idea. Programmers are not.
171
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programmers hate other people looking at
172
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their code and criticizing it. Uh, you
173
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know, designers tend to be uh somewhere
174
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in between really, but um I'd much
175
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rather feel like an idea was tested
176
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against criticism and survived it than
177
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feel like it sailed through, you know,
178
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unchallenged. Uh, and if somebody comes
179
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to me with a criticism of my design, you
180
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know, at first I will try to, you know,
181
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just kind of say, okay, well, I'm glad
182
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that you're at least speaking up and I
183
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might disagree and but I will, you know,
184
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in the back of my head it might just sit
185
00:06:21,520 --> 00:06:22,560
there for a while, sit there for a
186
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while, you know, everybody's going to
187
00:06:23,759 --> 00:06:25,680
have an initial kind of defensive
188
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reaction, I think, to criticism. And if
189
00:06:27,680 --> 00:06:29,039
you can just kind of take a deep breath,
190
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get past that defensive reaction, even
191
00:06:31,039 --> 00:06:32,319
to yourself, and you imagine, okay,
192
00:06:32,319 --> 00:06:33,919
well, what if that is a good idea, you
193
00:06:33,919 --> 00:06:36,080
know, let me just try to blank my mind,
194
00:06:36,080 --> 00:06:37,440
live in a different world where that's a
195
00:06:37,440 --> 00:06:40,560
great idea. um and imagine it that way.
196
00:06:40,560 --> 00:06:43,840
If somebody comes to me with uh creative
197
00:06:43,840 --> 00:06:45,360
criticism, you know, real constructive
198
00:06:45,360 --> 00:06:49,919
criticism um and I really eventually do
199
00:06:49,919 --> 00:06:52,000
think it's a good idea or they sell me
200
00:06:52,000 --> 00:06:53,680
on it. And that's a big process. You a
201
00:06:53,680 --> 00:06:55,520
big part of it is when somebody's
202
00:06:55,520 --> 00:06:57,039
criticizing it, can they present an
203
00:06:57,039 --> 00:06:59,440
alternative? You know, it's not okay to
204
00:06:59,440 --> 00:07:01,840
just say that's bad. I don't like that.
205
00:07:01,840 --> 00:07:03,599
But if they say, I think this would be
206
00:07:03,599 --> 00:07:05,440
better than that. and they can really
207
00:07:05,440 --> 00:07:07,440
sell me that this is better than that or
208
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maybe even sell other members of the
209
00:07:08,880 --> 00:07:11,039
team you know so maybe I don't agree but
210
00:07:11,039 --> 00:07:12,880
maybe the other designers start thinking
211
00:07:12,880 --> 00:07:14,960
hey I think that is maybe a better idea
212
00:07:14,960 --> 00:07:16,880
uh and I'm trying to sell my idea
213
00:07:16,880 --> 00:07:18,319
against that you know now it's in a
214
00:07:18,319 --> 00:07:20,560
Darwinian process and I think that's you
215
00:07:20,560 --> 00:07:22,639
know a place I would like it to be you
216
00:07:22,639 --> 00:07:24,400
know I'd like you know you don't want an
217
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idea that you know is getting through
218
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nepotism or favoritism or you know will
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set it so it has to be um but if you
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feel like your idea went out there in
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you know in the thunder drrome and
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battled the other ideas and came out the
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victor. Uh then I think that's that's a
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nice way to approach it as long as you
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just don't end up with a blood bath of
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ideas fighting forever. You know, at
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some point you do have to kind of make a
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decision, move forward with some path,
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but you want the whole team to feel good
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about that path too. You don't want to
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feel like everybody on the team thought
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we should do this, but the designer said
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that.
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In any type of collaborative
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uh endeavor, you want somebody who is
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not going to be too dogmatic, but at the
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same time uh is going to have a very
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clear strong voice for what they
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believe. And it's going to be pretty
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they need to be pretty clear about what
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they believe. You know, not just they
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say everything is great or I love all
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that or that, you know, if they really
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don't like something, they just get
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quiet and don't say anything. I would
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rather them, even if I think they're
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wrong, I would much rather them speak up
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and clearly say what they think. That's
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the thing that I think is missing kind
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of the most on the teams I built is
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enough constructive criticism. Uh you
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don't want people just saying, "Okay,
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we'll do whatever you say and go do it."
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You know, I'd love to have people push
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back on me and do things like that. Um
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and not just on the design, you know,
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also just on the team dynamics and
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everything. My art director I worked
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with for many years, Ocean Quigley, uh
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he became what we call the canary. And
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that, you know, we would have these big
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team meetings all the time and at some
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point, you know, the meeting would just
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kind of drag on and on and there'd
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always be some point in the meeting at
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which Ocean would put up saying, "Can I
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leave now? Can I leave now?" And that
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basically we knew that the meeting had
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hit the mission returns at that point.
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Whenever Ocean left, it was like the
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canary died in the coal mine. And so,
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uh, but actually it turned out to be a
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very valuable dynamic. As soon as Ocean
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left the meeting, everybody, oh, Ocean
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left, all right, let's we're we're
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wasting our time here. And we usually
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stop the meeting. And it ended up being
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very valuable actually.
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I think recently we've seen games evolve
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in an area that was kind of unexpected,
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let's say, 15 years ago when we had the
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rise of the app market and tablets and
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smartphones. We're seeing a lot of what
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I would call interstitial gaming now.
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These are very short consumable game
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experiences on a small screen that I can
9
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do in a few minutes on my smartphone.
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I've seen some of the most creative
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games I've ever seen appearing on
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tablets. Uh, you know, it's actually a
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really nice format for gaming wherever
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you want to be. And, uh, it's, you know,
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something that's not doesn't have the
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stigma of I'm carrying around a game
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machine everywhere because they're using
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tablets for everything now. So, I think
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those have allowed games to reach a much
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wider audience. Um but uh and it's also
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allowed diversification and exploration
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of kind of indie games and new
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experimental gameplay that uh probably
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would not have been economically viable
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on the older platforms.
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Going into the future, I think uh you
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know we have VR starting to become more
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and more accessible. You know, I've
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played a lot of the VR games, which I
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enjoy, and it's interesting. As
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immersive as VR is, though, it's not the
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type of thing where I'm going to be up
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all night like I was playing Doom in a
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dark room for 5 hours, you know. Uh
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there seems to be for almost everybody a
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limited time that you can kind of be in
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that box, in that world, uh and you
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know, without starting to feel really
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uncomfortable. You know, I think part of
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it is the fact that you're totally
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blocked off from the world around you.
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And there's something, you know, kind of
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inherently disconcerting about that. Uh,
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and for that reason and a few others, I
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really think that um there's a much
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bigger potential, you know, for gaming
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and augmented reality games that now are
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I'm consuming, you know, without closing
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off the world around me and in fact are
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occurring placed in the world around me
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that have maybe some context even to
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where I am and what I'm doing. I think
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that the technology there that I've seen
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is still several years off, but that
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stuff is coming at us so rapidly. You
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know, I wouldn't be surprised if I was
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seeing some really cool creative stuff
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in about 5 years from now, you know, as
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the headsets get lighter, more
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transparent, less uh kind of social
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stigma with Google glasses and whatnot.
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Alongside of augmented reality, I think
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that uh AI in fact really is going to
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make the biggest impact by far. I think
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that um and when I mean say AI, I don't
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mean, you know, intelligent opponents,
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but I mean an intelligent game system
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that is understanding the player, you
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know, that is watching what the player
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is doing and understanding what
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motivates the player, what they enjoy,
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what they don't like, topics they find
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interesting, things that it can pull in,
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other people they might want to meet or
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interact with on certain topics. I think
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that uh AI as a moderating either as a
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game master or even as a game designer
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uh can fundamentally alter the landscape
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you know of game design. If you can
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imagine an AI that could actually craft
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a game uniquely for you. You know it
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might be that we all start with the same
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kind of generic game as we start playing
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it starts learning more about us. Uh
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there's a great book by Neil Stevenson,
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Diamond Age, and he describes this, you
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know, magical book, which is in fact a
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supercomput that understands this little
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girl, understands the world she lives
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in, the context of her uh day-to-day
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life, and starts teaching her very
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effectively the things that she needs to
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know to survive. She's like actually a
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homeless girl on the streets, but I can
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imagine a gaming system very much like
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that that sits there and starts
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customizing itself to you. This is
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extreme personalization. Basically, if
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you had a master game designer sitting
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over your shoulder very quickly and
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rapidly uh iterating, reprogramming the
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game around you to make it more
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interesting to you. If an AI could
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understand you to that degree, it could
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also find other people that are that
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similar to you and put you in a shared
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experience, you know. So it could be
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that it finds, you know, what other
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people have had their game world evolve
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to fit them in exactly the same way that
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you've had your game world evolve to fit
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you and, you know, all a sudden put you
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in this, you know, together in the same
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world. Uh there might also be, you know,
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collaborative experiences based upon
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this kind of an idea where the AI is
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trying to moderate, you know, based
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upon, you know, different people their
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shared vision or which parts they share,
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which parts they don't. And it might be
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this would be a very interesting way to
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kind of figure out which parts of the
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vision we share, which ones we don't.
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And maybe the parts we don't become ripe
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for gameplay, you know. So there are a
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lot of different things this could lead
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to. Uh but step one is can we build an
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AI that really is starting to understand
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the player at a deeply fundamental level
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the same way a game designer tries to.
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In some sense it scares me. I mean it
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almost sounds dangerous that you know
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something like that could be so
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addictive you know if it was effective.
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I almost um wonder you know if we should
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somehow avoid it but I know we won't. I
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know that you know if it's possible we
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will build it but I think that more than
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anything else that is going to be um the
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most interesting uh disruptive
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fundamentally uh gamechanging thing
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that's probably going to happen in our
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field and I think that could happen
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within 15 years or less.
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The most fundamental aspect of the
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future of game design is it like almost
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everything else it's becoming more and
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more unpredictable.
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You know if you went back a 100 years
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ago and asked people what's the world
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going to be like in 50 years I think
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they would have given you a pretty
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reasonable description of the world you
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know in 50 years later. If you, you
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know, went back, let's say, to 1950s and
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said, "What's the world going to be like
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in 2000?" I think they would have been
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quite a bit farther off. It's still in
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the ballpark. You go to 2000 and ask
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what's the world be like in 2050? I
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don't think we have a clue, you know, or
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maybe we have a little bit of a clue,
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but basically the future is increasingly
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becoming less and less predictable. Uh,
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and this ties into this kind of basic
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idea known as the singularity that all
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in almost any dimension we measure
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humans. you know it could be energy
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consumption it could be population it
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could be intelligence whatever it is you
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know technology it's uh accelerating to
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this asmtopic curve and so there these
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transformative technologies approaching
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us and it might be biotechnology
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nanotechnology AI any one of these
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things could radically alter the world
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around us pretty rapidly over a few
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decades um and that's an indication that
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our future is becoming less and less
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predictable
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Games design is one of these fields
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where you know you're basically
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committing yourself to lifelong learning
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you know because it's not only so
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rapidly advancing but also you have such
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a wide pallet of things you can do
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within that field. Uh I think that you
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know don't get too dogmatic about any
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approach any platform any philosophy.
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Uh, it's really about being adaptable
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and flexible and open-minded and looking
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ahead, you know, not too far, but far
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enough ahead to get some sense of, okay,
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I think in three years we're going to be
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going there or there. And assume that
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you're standing on shaky ground. You
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know, you're not standing. We used to
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live in this world where every four or
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five years predictably there would be
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another platform coming out on the
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console side and then we would know that
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five years later would be another one
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and it was like very predictable almost
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deterministic world that we lived in as
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game designers. Uh that's not so
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anymore. You know now you know five
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years from now there could be some
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platform we're not even aware of right
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now that's the big fad. You know things
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are moving that fast. So that's probably
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the best advice I can give to up
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andcoming game designers right now.
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Well, thank you for going through this
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entire course. And I hope that from this
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point on, you'll go out into your field,
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whatever that is, and use these new
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tools in your toolbox to do something
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maybe a little bit more outside your own
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box and create things that even surprise
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yourself. Really, more than anything
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else, I'm looking forward to seeing the
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games that you'll create. The generation
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that's creating games now has so many
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opportunities and the things I'm seeing
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come out right now are amazing. And I
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really want to sit back, have
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comfortable retirement, and play these
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cool games that I only right now can
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imagine, but I know that one day you
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will make as designers.
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The possibility space for your next game
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is huge. So find something you're
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passionate about and start exploring.
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Remember, look around you. Your next
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idea might be lurking somewhere nearby.
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Go out and catch it.
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I'll be here anxiously waiting, ready to
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play.
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