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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

273
00:10:03,519 --> 00:10:05,279
you understand your constraints you know

274
00:10:05,279 --> 00:10:06,880
the more you can now kind of use as your

275
00:10:06,880 --> 00:10:08,320
starting point to go off and do

276
00:10:08,320 --> 00:10:09,440
something really cool that nobody else

277
00:10:09,440 --> 00:10:14,200
has done against those same constraints.

278
00:10:19,360 --> 00:10:21,440
In a competitive game, you know, usually

279
00:10:21,440 --> 00:10:23,920
with two players, uh there's a concept

280
00:10:23,920 --> 00:10:26,399
of a zero sum game, which is that if a

281
00:10:26,399 --> 00:10:28,160
player wins, he gets, you know, a

282
00:10:28,160 --> 00:10:30,240
positive one. The losing player gets a

283
00:10:30,240 --> 00:10:31,920
negative one. Uh if it's a tie, they

284
00:10:31,920 --> 00:10:34,959
both get zero. So basically the sum of

285
00:10:34,959 --> 00:10:36,880
the two players is always zero. You know

286
00:10:36,880 --> 00:10:39,120
either I won, you lost, you know, and it

287
00:10:39,120 --> 00:10:41,519
sums to zero or it was a tie, sums to

288
00:10:41,519 --> 00:10:43,200
zero. That's a zero sum game. So you

289
00:10:43,200 --> 00:10:45,440
can't have two winners or two losers,

290
00:10:45,440 --> 00:10:47,200
you know, out of a two-player game. A

291
00:10:47,200 --> 00:10:49,519
non-zero sum game, you can both people

292
00:10:49,519 --> 00:10:52,320
can win. The kind of games I do uh are

293
00:10:52,320 --> 00:10:55,279
not zero sum games at all. In fact, uh

294
00:10:55,279 --> 00:10:57,040
most of the things I do don't even

295
00:10:57,040 --> 00:10:59,279
really have a clear win state. when you

296
00:10:59,279 --> 00:11:00,560
play something like Sim City or The

297
00:11:00,560 --> 00:11:02,880
Sims, uh, what actually I found very

298
00:11:02,880 --> 00:11:04,640
interesting was to leave it to the

299
00:11:04,640 --> 00:11:08,760
player to define the goal state.

300
00:11:12,560 --> 00:11:14,079
When a person sits down to play some

301
00:11:14,079 --> 00:11:15,279
city, I don't tell them they have to

302
00:11:15,279 --> 00:11:16,399
build the biggest city or have the

303
00:11:16,399 --> 00:11:18,720
happiest people or the least crime.

304
00:11:18,720 --> 00:11:20,320
Players in their own mind decide that,

305
00:11:20,320 --> 00:11:21,680
you know, they think, okay, what is, you

306
00:11:21,680 --> 00:11:23,360
know, my ideal city and they try to

307
00:11:23,360 --> 00:11:24,480
build that. So, the player is actually

308
00:11:24,480 --> 00:11:26,160
the one building the rule set and the

309
00:11:26,160 --> 00:11:27,839
structure and the player is the one

310
00:11:27,839 --> 00:11:29,519
scoring it. I'm really just kind of

311
00:11:29,519 --> 00:11:32,160
giving them an open-ended toy. And then

312
00:11:32,160 --> 00:11:33,600
you get a lot of kind of interesting

313
00:11:33,600 --> 00:11:35,839
different play styles. You know, certain

314
00:11:35,839 --> 00:11:38,560
players trying to achieve things. Other

315
00:11:38,560 --> 00:11:40,320
players don't even really try to achieve

316
00:11:40,320 --> 00:11:41,680
anything at all, but try to use it for

317
00:11:41,680 --> 00:11:43,519
creative storytelling or creativity. A

318
00:11:43,519 --> 00:11:45,200
lot of people were playing sport, not

319
00:11:45,200 --> 00:11:46,240
really trying to get through all the

320
00:11:46,240 --> 00:11:47,600
levels, but trying to just make really

321
00:11:47,600 --> 00:11:49,440
cool things within the game that they

322
00:11:49,440 --> 00:11:50,640
would then go out and share with other

323
00:11:50,640 --> 00:11:52,720
players. So for them the win state was

324
00:11:52,720 --> 00:11:54,640
more social. Can I make something really

325
00:11:54,640 --> 00:11:56,240
cool in this game? Maybe even just tell

326
00:11:56,240 --> 00:11:58,320
a story that other people really like

327
00:11:58,320 --> 00:12:00,800
and to me that's the win state. So you

328
00:12:00,800 --> 00:12:02,480
know I think games have the opportunity

329
00:12:02,480 --> 00:12:04,320
to go you know way beyond just this kind

330
00:12:04,320 --> 00:12:08,279
of zero sum approach.

331
00:12:13,200 --> 00:12:16,240
You can take almost any uh technology

332
00:12:16,240 --> 00:12:18,639
that we have and view it as an extension

333
00:12:18,639 --> 00:12:20,800
of the human body. For instance, you

334
00:12:20,800 --> 00:12:22,959
know, television, telescope, our eyes,

335
00:12:22,959 --> 00:12:25,760
our vision, telephone, you know, our

336
00:12:25,760 --> 00:12:28,000
speech, car really kind of extends our

337
00:12:28,000 --> 00:12:30,959
legs. If somebody hits your car, you

338
00:12:30,959 --> 00:12:33,200
know, you don't say that, you know, my

339
00:12:33,200 --> 00:12:34,639
car was hit. You say somebody hit me

340
00:12:34,639 --> 00:12:36,399
when I was driving, you know. So me, you

341
00:12:36,399 --> 00:12:37,760
know, the car becomes me. It becomes an

342
00:12:37,760 --> 00:12:39,680
extension of your body. I think the

343
00:12:39,680 --> 00:12:41,440
computers and games and things that

344
00:12:41,440 --> 00:12:42,800
we're dealing with on entertainment side

345
00:12:42,800 --> 00:12:44,399
can extend a lot of these in a lot of

346
00:12:44,399 --> 00:12:46,160
ways. When I was watching players play

347
00:12:46,160 --> 00:12:48,399
the Sims, initially it was like he was

348
00:12:48,399 --> 00:12:49,920
hungry, then he did this, then he did

349
00:12:49,920 --> 00:12:52,000
that, and they very smoothly shifted to

350
00:12:52,000 --> 00:12:53,920
then I got tired and I went to bed, and

351
00:12:53,920 --> 00:12:55,279
then I woke up. So, they kind of shifted

352
00:12:55,279 --> 00:12:58,399
from he to I very smoothly. We now with

353
00:12:58,399 --> 00:13:00,320
these little micro worlds have the

354
00:13:00,320 --> 00:13:02,639
ability to basically externalize what's

355
00:13:02,639 --> 00:13:04,160
in our imagination and share it with

356
00:13:04,160 --> 00:13:05,600
other people. You know, it used to be

357
00:13:05,600 --> 00:13:07,279
that you had to have, you know, a very

358
00:13:07,279 --> 00:13:09,040
rich skill set. Like you'd be a fine

359
00:13:09,040 --> 00:13:10,959
artist to do that, you know, to paint

360
00:13:10,959 --> 00:13:12,240
something in your imagination and then

361
00:13:12,240 --> 00:13:13,839
share with other people. But now with

362
00:13:13,839 --> 00:13:15,360
these tools, the creative leverage they

363
00:13:15,360 --> 00:13:17,920
give us, uh, you know, average casual

364
00:13:17,920 --> 00:13:19,200
game players have the ability to

365
00:13:19,200 --> 00:13:20,639
externalize, you know, create things out

366
00:13:20,639 --> 00:13:21,760
of their imagination, share it with

367
00:13:21,760 --> 00:13:23,440
other players and actually have these

368
00:13:23,440 --> 00:13:26,000
shared imaginary worlds. In sport, we

369
00:13:26,000 --> 00:13:27,200
actually had all these editors where the

370
00:13:27,200 --> 00:13:28,720
players were making cool things. And

371
00:13:28,720 --> 00:13:30,560
some of the levels, the design of your

372
00:13:30,560 --> 00:13:32,399
creature really influenced, you know,

373
00:13:32,399 --> 00:13:33,839
the way you play that creature in the

374
00:13:33,839 --> 00:13:36,079
world, its performance. Uh, other parts

375
00:13:36,079 --> 00:13:37,279
of it, you know, like designing your

376
00:13:37,279 --> 00:13:38,320
spaceship, didn't really have a whole

377
00:13:38,320 --> 00:13:39,519
lot to do with the performance of the

378
00:13:39,519 --> 00:13:41,440
spaceship. It was purely aesthetic. But

379
00:13:41,440 --> 00:13:43,200
people would spend just as much time,

380
00:13:43,200 --> 00:13:44,560
you know, crafting this very unique

381
00:13:44,560 --> 00:13:45,760
thing that was part of their player

382
00:13:45,760 --> 00:13:48,079
identity in the game. And as they were

383
00:13:48,079 --> 00:13:49,279
playing in the space level, they were,

384
00:13:49,279 --> 00:13:51,040
you know, it was front and foreground

385
00:13:51,040 --> 00:13:53,279
all the time was your spaceship. And so

386
00:13:53,279 --> 00:13:54,560
they really felt, you know, like that

387
00:13:54,560 --> 00:13:56,480
was them. When you get to the space

388
00:13:56,480 --> 00:13:57,920
phase, there are actually millions of

389
00:13:57,920 --> 00:13:59,680
planets you can go to. And we could

390
00:13:59,680 --> 00:14:01,600
never create millions of creatures. So

391
00:14:01,600 --> 00:14:03,040
we decided that every time a player made

392
00:14:03,040 --> 00:14:04,720
a creature, it would go up to our server

393
00:14:04,720 --> 00:14:05,760
and we would use it to populate

394
00:14:05,760 --> 00:14:07,279
everybody else's world. And we were

395
00:14:07,279 --> 00:14:09,440
hoping to get, you know, maybe 100,000

396
00:14:09,440 --> 00:14:11,680
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

400
00:14:16,959 --> 00:14:19,760
million uh, in the first week. In fact,

401
00:14:19,760 --> 00:14:22,880
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

410
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

414
00:14:46,320 --> 00:14:48,240
are using you know computers for

415
00:14:48,240 --> 00:14:50,399
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
00:00:11,679 --> 00:00:15,280
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
00:00:29,840 --> 00:00:31,920
like, ooh, maybe I can make a game out

11
00:00:31,920 --> 00:00:35,000
of this.

12
00:00:39,440 --> 00:00:40,719
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
00:00:43,440 --> 00:00:45,440
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
00:00:47,280 --> 00:00:48,960
that I could study whatever I want, you

18
00:00:48,960 --> 00:00:50,800
know, and my excuse is I'm making a game

19
00:00:50,800 --> 00:00:53,120
about it. So for me, you know, being a

20
00:00:53,120 --> 00:00:55,199
game designer, you know, turned into a

21
00:00:55,199 --> 00:00:56,719
lifelong learning process where I can go

22
00:00:56,719 --> 00:00:59,199
off in any subject I want to. And it's

23
00:00:59,199 --> 00:01:01,760
taxdeductible. For me, it's usually, you

24
00:01:01,760 --> 00:01:04,879
know, some kind of interesting thing

25
00:01:04,879 --> 00:01:07,280
about the world or in the world that as

26
00:01:07,280 --> 00:01:09,600
I dig deeper, it gets more interesting,

27
00:01:09,600 --> 00:01:11,760
uh, not less. You know, that that didn't

28
00:01:11,760 --> 00:01:13,280
sound that interesting to me, but as I

29
00:01:13,280 --> 00:01:14,400
read about it a little bit more, it

30
00:01:14,400 --> 00:01:15,920
actually sounded kind of fascinating. I

31
00:01:15,920 --> 00:01:17,200
read some more and it actually really

32
00:01:17,200 --> 00:01:18,799
grabbed me and pulled me in. A lot of

33
00:01:18,799 --> 00:01:20,400
the games I've done actually were based

34
00:01:20,400 --> 00:01:22,400
upon cool subjects, usually books that I

35
00:01:22,400 --> 00:01:24,400
read. Sim City, you know, was very

36
00:01:24,400 --> 00:01:26,240
influenced by the work of a guy named

37
00:01:26,240 --> 00:01:28,080
Jay Forester who was the first person to

38
00:01:28,080 --> 00:01:29,520
actually model cities on the early

39
00:01:29,520 --> 00:01:31,280
computers back in the 50s. His models

40
00:01:31,280 --> 00:01:32,560
were not spatial. They were just like

41
00:01:32,560 --> 00:01:33,920
little numbers. How many people did the

42
00:01:33,920 --> 00:01:35,759
city have, you know, how much land, how

43
00:01:35,759 --> 00:01:37,840
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
00:01:39,680 --> 00:01:41,119
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
00:01:45,040 --> 00:01:47,600
O. Wilson very famous or mmacologist

49
00:01:47,600 --> 00:01:50,240
studies ants uh he wrote this great book

50
00:01:50,240 --> 00:01:51,759
won the bullet surprise called the ants

51
00:01:51,759 --> 00:01:53,439
but he actually in some sense was

52
00:01:53,439 --> 00:01:55,680
reverse engineering the way ants work

53
00:01:55,680 --> 00:01:56,799
you know little ants are almost like

54
00:01:56,799 --> 00:01:58,240
little robots and it's pretty simple to

55
00:01:58,240 --> 00:01:59,759
figure out in the presence of this

56
00:01:59,759 --> 00:02:01,600
pheromone the ant does that in the

57
00:02:01,600 --> 00:02:02,880
presence of that pheromone it does this

58
00:02:02,880 --> 00:02:04,719
and he actually reverse engineered that

59
00:02:04,719 --> 00:02:06,079
and discovered a whole level of

60
00:02:06,079 --> 00:02:08,239
emergence you know an ant colony in fact

61
00:02:08,239 --> 00:02:09,840
is incredibly smart it's about as smart

62
00:02:09,840 --> 00:02:12,000
as a dog an individual ant is incredibly

63
00:02:12,000 --> 00:02:14,000
stupid and so ant colonies are really

64
00:02:14,000 --> 00:02:15,360
one of the few forms of intelligence

65
00:02:15,360 --> 00:02:17,120
that we can deconstruct and understand

66
00:02:17,120 --> 00:02:18,720
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

68
00:02:21,599 --> 00:02:22,800
things that when you read about them,

69
00:02:22,800 --> 00:02:24,239
they they're kind of dry and boring.

70
00:02:24,239 --> 00:02:26,239
They're filled with technical jargon.

71
00:02:26,239 --> 00:02:28,800
And what I always aspired to do was to

72
00:02:28,800 --> 00:02:29,760
take these things and make them

73
00:02:29,760 --> 00:02:31,360
approachable, turn them into a toy. How

74
00:02:31,360 --> 00:02:33,280
can I turn an ant colony into a toy? So

75
00:02:33,280 --> 00:02:34,319
other people come in and start

76
00:02:34,319 --> 00:02:35,920
interacting with it. And when players

77
00:02:35,920 --> 00:02:37,599
are actually manipulating these things

78
00:02:37,599 --> 00:02:39,680
and building them, they take ownership

79
00:02:39,680 --> 00:02:41,599
and they get so involved, so much more

80
00:02:41,599 --> 00:02:42,959
emotionally connected to these and then

81
00:02:42,959 --> 00:02:44,800
the subject becomes utterly fascinating.

82
00:02:44,800 --> 00:02:46,000
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

84
00:02:48,080 --> 00:02:49,840
a little simulation, it was very coarse,

85
00:02:49,840 --> 00:02:52,720
very crude, but still my interest in

86
00:02:52,720 --> 00:02:54,400
urban planning skyrocketed. All of a

87
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,

90
00:02:58,080 --> 00:02:58,959
that, and the other. You know, these

91
00:02:58,959 --> 00:02:59,680
things that would have sounded

92
00:02:59,680 --> 00:03:01,360
incredibly boring to me when I had a

93
00:03:01,360 --> 00:03:03,599
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

97
00:03:09,440 --> 00:03:11,120
Christopher Alexander's work in

98
00:03:11,120 --> 00:03:13,280
architecture. So for me personally, I

99
00:03:13,280 --> 00:03:15,200
find a lot of inspiration in books also

100
00:03:15,200 --> 00:03:17,599
in fields I think that are u

101
00:03:17,599 --> 00:03:19,120
interdisciplinary, you know, or things

102
00:03:19,120 --> 00:03:21,360
that are almost controversial. Sim was

103
00:03:21,360 --> 00:03:23,200
very much inspired by James Lovelock's

104
00:03:23,200 --> 00:03:25,040
Gaia hypothesis. It's about the earth

105
00:03:25,040 --> 00:03:27,680
and the way it regulates itself. And you

106
00:03:27,680 --> 00:03:29,120
know, usually that's where the areas of

107
00:03:29,120 --> 00:03:31,040
science are moving the fastest and the

108
00:03:31,040 --> 00:03:32,560
most interesting. And those are the

109
00:03:32,560 --> 00:03:33,920
things I tended to gravitate toward.

110
00:03:33,920 --> 00:03:35,200
This is me personally as a designer. I

111
00:03:35,200 --> 00:03:36,720
think every designer is going to find

112
00:03:36,720 --> 00:03:38,879
their own kind of pallet of inspiration,

113
00:03:38,879 --> 00:03:40,400
their own direction, their own kind of

114
00:03:40,400 --> 00:03:43,400
voice.

115
00:03:48,080 --> 00:03:51,360
When I was starting out in game design,

116
00:03:51,360 --> 00:03:52,560
there wasn't this thing around called

117
00:03:52,560 --> 00:03:55,599
the internet. Uh um and actually I had

118
00:03:55,599 --> 00:03:56,959
to go to this place they used to call

119
00:03:56,959 --> 00:03:58,720
libraries where they had these things

120
00:03:58,720 --> 00:04:01,519
called books and uh I would read these

121
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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

295
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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

301
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fairly you know uh predictable dry but

302
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life is the one unpredictable aspect in

303
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every single skill you know starting at

304
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the cellular level. The other big uh

305
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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

308
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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

311
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story about the journey of life from the

312
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cellular level up to you know galactic

313
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expansion and make that kind of

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game-like like a toy.

315
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As a designer, I I I tend to of go with

316
00:11:44,480 --> 00:11:46,399
my gut feel in terms of that's going to

317
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be something cool and I can't always you

318
00:11:48,399 --> 00:11:52,480
know express exactly on what dimensions

319
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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

321
00:11:56,560 --> 00:11:59,360
a wide range of people will enjoy it and

322
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I wasn't always that way. It took me a

323
00:12:00,800 --> 00:12:04,000
while to kind of to realize that when I

324
00:12:04,000 --> 00:12:06,639
was first uh working on Sim City by

325
00:12:06,639 --> 00:12:08,399
myself I showed it to a few people and

326
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they thought it was kind of cool. I

327
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showed it to my eventual partner Jeff

328
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Braun and he was like, "Oh yes, we have

329
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to do this. Let's start a company." We

330
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started Maxis and did Sim City. But in

331
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my mind, even at that point, I was

332
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thinking, "Okay, this is a game that

333
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maybe a few strategy gamers or

334
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architects maybe might enjoy." It didn't

335
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occur to me that a wide range of people

336
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would enjoy that. To Jeff, it did. Jeff

337
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kind of understood that, I think, more

338
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than I did. After that, I started

339
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learning to trust my instincts that if

340
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if I really find this cool for some

341
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reason, I'm gravitating toward that.

342
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Just trust that we can find a way to

343
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bring other people and they'll enjoy it

344
00:12:37,839 --> 00:12:40,639
as well. Uh it's very hard as a designer

345
00:12:40,639 --> 00:12:42,800
for me to design for somebody else. You

346
00:12:42,800 --> 00:12:44,160
know, this is how that person thinks.

347
00:12:44,160 --> 00:12:45,279
This is what they want. This is what

348
00:12:45,279 --> 00:12:47,839
they believe. Uh it's easy to do for

349
00:12:47,839 --> 00:12:49,440
myself and then figure out why am I

350
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enjoying this? Why am I motivated? And

351
00:12:51,920 --> 00:12:54,639
you know what about other people's

352
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thought process will let them see this

353
00:12:56,800 --> 00:12:58,560
and enjoy it and experience it the same

354
00:12:58,560 --> 00:13:00,880
way I

1
00:00:10,960 --> 00:00:13,120
Once I have an idea for a game, I start

2
00:00:13,120 --> 00:00:15,519
making prototypes as soon as I can. The

3
00:00:15,519 --> 00:00:17,680
early prototyping is probably the most

4
00:00:17,680 --> 00:00:19,920
important stage. We're trying to imagine

5
00:00:19,920 --> 00:00:21,760
different types of rules that might be

6
00:00:21,760 --> 00:00:24,320
applied to the system that we're basing

7
00:00:24,320 --> 00:00:27,199
the game on. You're basically trying

8
00:00:27,199 --> 00:00:29,279
everything you can think of for how to

9
00:00:29,279 --> 00:00:31,840
turn this concept into a game. Whatever

10
00:00:31,840 --> 00:00:33,760
it takes for you to cheaply get a sense

11
00:00:33,760 --> 00:00:38,440
of that's fun, that's not fun.

12
00:00:45,040 --> 00:00:46,480
Well, a prototype is usually

13
00:00:46,480 --> 00:00:49,280
interactive. Not always, but usually.

14
00:00:49,280 --> 00:00:51,520
Uh, and we're taking like some little

15
00:00:51,520 --> 00:00:53,520
bit or part of the game that we have a

16
00:00:53,520 --> 00:00:55,680
question about. Should we go this way or

17
00:00:55,680 --> 00:00:57,120
that way? And it might be an interaction

18
00:00:57,120 --> 00:00:58,320
question. Is it better to have the

19
00:00:58,320 --> 00:01:00,800
controls work like this or like that? It

20
00:01:00,800 --> 00:01:04,000
might be a visualization or a graphics

21
00:01:04,000 --> 00:01:05,760
question. Should we do this point of

22
00:01:05,760 --> 00:01:07,280
view, that point of view? Should it be

23
00:01:07,280 --> 00:01:09,680
this style, that style? Uh, but it's

24
00:01:09,680 --> 00:01:10,880
something that we feel like we can't

25
00:01:10,880 --> 00:01:13,200
answer unless we actually touch and play

26
00:01:13,200 --> 00:01:14,799
with and interact with a little bit and

27
00:01:14,799 --> 00:01:16,560
even it's just turning the the world

28
00:01:16,560 --> 00:01:17,840
around and looking at different, you

29
00:01:17,840 --> 00:01:19,680
know, camera angles. And that's when we

30
00:01:19,680 --> 00:01:20,640
decide, okay, we're going to build a

31
00:01:20,640 --> 00:01:22,240
prototype and we're going to build the

32
00:01:22,240 --> 00:01:24,400
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

121
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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

126
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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

186
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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

189
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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

200
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like the tools in Sim City you know when

201
00:06:47,759 --> 00:06:49,039
you're laying down this you know that

202
00:06:49,039 --> 00:06:50,479
tool operates pretty much the same like

203
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you know roads operate almost the same

204
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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

208
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also gives you know kind of a consistent

209
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feel to the whole experience.

210
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Well, as a designer, I'm going to look

211
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at these prototypes, interact with them,

212
00:07:13,680 --> 00:07:15,440
you know, and come up with some decision

213
00:07:15,440 --> 00:07:17,280
about where we should go. I don't care

214
00:07:17,280 --> 00:07:19,440
what they're built out of. Uh, so

215
00:07:19,440 --> 00:07:20,960
typically, depending on the programmer I

216
00:07:20,960 --> 00:07:22,400
was working with, we be they might be

217
00:07:22,400 --> 00:07:23,440
very comfortable with their own little

218
00:07:23,440 --> 00:07:25,120
codebase, and they could very rapidly

219
00:07:25,120 --> 00:07:26,960
iterate that. So, from my point of view,

220
00:07:26,960 --> 00:07:28,080
whatever was the least amount of

221
00:07:28,080 --> 00:07:30,160
friction for the programmer creating

222
00:07:30,160 --> 00:07:32,560
this uh because the end, I just want to

223
00:07:32,560 --> 00:07:33,919
be able to interact with it for a few

224
00:07:33,919 --> 00:07:36,000
hours and then make a decision. and

225
00:07:36,000 --> 00:07:37,199
we're basically going to throw that code

226
00:07:37,199 --> 00:07:38,400
away or the programmer might actually

227
00:07:38,400 --> 00:07:40,400
take that codebase and evolve it into

228
00:07:40,400 --> 00:07:41,919
the next prototype. There's so many

229
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different programs. It could be, you

230
00:07:43,120 --> 00:07:45,199
know, JavaScript, it could be Unity, it

231
00:07:45,199 --> 00:07:47,360
could be, you know, hardcore C, I don't

232
00:07:47,360 --> 00:07:50,880
care again, but uh that really depends a

233
00:07:50,880 --> 00:07:52,560
lot on, you know, the programmer and

234
00:07:52,560 --> 00:07:53,840
their familiarity, you know, again,

235
00:07:53,840 --> 00:07:55,440
whatever is going to they can create the

236
00:07:55,440 --> 00:07:56,879
fastest possible thing for you at the

237
00:07:56,879 --> 00:07:59,120
least possible cost. So, I'm totally

238
00:07:59,120 --> 00:08:01,440
agnostic in terms of what platform or

239
00:08:01,440 --> 00:08:03,440
codebase it's built in. As a student,

240
00:08:03,440 --> 00:08:05,440
you want to learn prototyping. You know,

241
00:08:05,440 --> 00:08:08,080
again, I would say find some system that

242
00:08:08,080 --> 00:08:11,199
you can program to some degree or script

243
00:08:11,199 --> 00:08:13,280
uh whatever you're familiar with and

244
00:08:13,280 --> 00:08:16,000
then imagine how you could actually

245
00:08:16,000 --> 00:08:17,360
create some simple interactive

246
00:08:17,360 --> 00:08:19,440
experience with that. Do that a few

247
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times and now start imagining, okay, how

248
00:08:22,319 --> 00:08:23,759
can I make that better? You know, what

249
00:08:23,759 --> 00:08:25,280
questions do I need to answer? You know,

250
00:08:25,280 --> 00:08:28,240
so basically this again is a navigation

251
00:08:28,240 --> 00:08:30,319
instrument for you. It's a compass to

252
00:08:30,319 --> 00:08:31,599
help you figure out I want to go this

253
00:08:31,599 --> 00:08:33,680
way or that way. And just playing with

254
00:08:33,680 --> 00:08:36,080
simple rule sets, uh, you can kind of

255
00:08:36,080 --> 00:08:38,000
get a sense of how you navigate the kind

256
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of a tree.

1
00:00:12,880 --> 00:00:15,599
games uh in story I think have a very

2
00:00:15,599 --> 00:00:17,680
interesting relationship with each other

3
00:00:17,680 --> 00:00:19,680
and uh you know I see a lot of game

4
00:00:19,680 --> 00:00:21,279
designers that really are aspiring to be

5
00:00:21,279 --> 00:00:23,840
storytellers uh and I've always thought

6
00:00:23,840 --> 00:00:25,680
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
00:00:28,480 --> 00:00:30,320
world and all that, but really, you

10
00:00:30,320 --> 00:00:32,320
know, you want every player to basically

11
00:00:32,320 --> 00:00:33,840
encounter their own story, create their

12
00:00:33,840 --> 00:00:35,680
own story by what they do in the game.

13
00:00:35,680 --> 00:00:37,200
That's the really interesting story for

14
00:00:37,200 --> 00:00:41,120
me. But as creatures, as organisms, we

15
00:00:41,120 --> 00:00:43,440
are faced uh with this kind of

16
00:00:43,440 --> 00:00:45,920
fundamental dilemma, which is that, you

17
00:00:45,920 --> 00:00:48,239
know, we're here, the world's out there.

18
00:00:48,239 --> 00:00:50,320
You know, basically, we have a limited

19
00:00:50,320 --> 00:00:52,079
bubble of experience. Things that we,

20
00:00:52,079 --> 00:00:53,440
you know, know about the world, will

21
00:00:53,440 --> 00:00:55,360
experience directly about the world.

22
00:00:55,360 --> 00:00:57,120
Basically we take this in through our

23
00:00:57,120 --> 00:00:58,719
senses. We see the world. We perceive it

24
00:00:58,719 --> 00:01:00,800
in certain ways. Uh it goes into our

25
00:01:00,800 --> 00:01:02,320
imagination. You know we actually start

26
00:01:02,320 --> 00:01:04,320
building little models of it. And you

27
00:01:04,320 --> 00:01:06,000
know based upon how we interpret the

28
00:01:06,000 --> 00:01:07,840
world around us, it influences our

29
00:01:07,840 --> 00:01:10,240
behavior. You know how we act out there.

30
00:01:10,240 --> 00:01:14,080
Now that limited bubble of experience uh

31
00:01:14,080 --> 00:01:15,920
is not really enough to for us to build

32
00:01:15,920 --> 00:01:18,080
very effective models of the world. And

33
00:01:18,080 --> 00:01:19,280
it's that experience that we're building

34
00:01:19,280 --> 00:01:21,680
these models of the world from. So over

35
00:01:21,680 --> 00:01:23,360
time you know actually through evolution

36
00:01:23,360 --> 00:01:24,880
I think we've discovered two other

37
00:01:24,880 --> 00:01:27,520
methods. One is to have toy experiences

38
00:01:27,520 --> 00:01:29,520
where we have symbolic experiences you

39
00:01:29,520 --> 00:01:31,280
know and kind of abstract that back into

40
00:01:31,280 --> 00:01:32,880
the real world. The other one is to

41
00:01:32,880 --> 00:01:35,119
learn from other people's experiences.

42
00:01:35,119 --> 00:01:37,200
If my friend the caveman comes back and

43
00:01:37,200 --> 00:01:39,119
says a tiger almost ate me when I left

44
00:01:39,119 --> 00:01:41,040
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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00:01:43,759 --> 00:01:45,520
Uh I was able to learn from his

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experience without having that

49
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experience directly myself. Now over

50
00:01:49,920 --> 00:01:51,680
time through our culture we've come to

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call one of these things play these toy

52
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experiences and the other one story. Uh

53
00:01:56,640 --> 00:01:58,240
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

57
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more elaborate more detailed world

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models with a limited experience base.

59
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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

86
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I don't really think that's true. I

87
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think the games really you know haven't

88
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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

99
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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

117
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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

122
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character. Uh, but I felt so bad and I

123
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felt guilty for having done that. Uh,

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there was a much earlier game called

125
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Choplifter where you flew this little

126
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helicopter around. You were rescuing

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these little tiny people which were

128
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really like 10 pixels high and I'd pick

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them up in the helicopter and bringing

130
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them out. They'd get out after I rescued

131
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them. They jump out the helicopter and

132
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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

137
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and pride. Uh, and again, this is

138
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something I've never really felt, you

139
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know, watching a movie. I felt

140
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indirectly you know that some a

141
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character in the movie felt proud or

142
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accomplished or guilty but I didn't

143
00:04:59,840 --> 00:05:01,680
directly feel you know I was responsible

144
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for it. So I think that is the primary

145
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distinguishing factor between the

146
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emotional pallet and both.

147
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As we were getting closer to finishing

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the very first version of the Sims, we

149
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were, of course, bringing people in,

150
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watching them play it, just observing.

151
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And uh, as designers, you know, we were

152
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sitting back and watching them play the

153
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game. And as they were playing the game,

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they were telling each other the story

155
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of what was happening. And it was

156
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hilarious. I really enjoyed hearing the

157
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stories, you know, and it was, you know,

158
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based upon what was actually happening

159
00:05:35,520 --> 00:05:36,960
in the game, but they would elaborate,

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they would add details, and they gave it

161
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almost, you know, themes. And it was

162
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just fascinating to me how readily

163
00:05:42,800 --> 00:05:44,479
people would build a story around this.

164
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I think it's a fundamental way for us to

165
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convey things to another person uh is

166
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through story. And so we decided that

167
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you know we should at the very last

168
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minute we decided we wanted to put a

169
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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

185
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heartfelt deep real stories. You know,

186
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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

191
00:06:39,440 --> 00:06:42,160
know, how this guy had a horrible senior

192
00:06:42,160 --> 00:06:44,080
year in high school. Some of these were

193
00:06:44,080 --> 00:06:46,240
just like almost uh rants. One was a

194
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rant about how they hated this one

195
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particular Starbucks in New York City

196
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because the homeless people would go in

197
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there and drink the cream or I mean just

198
00:06:52,000 --> 00:06:53,840
weird things like that. It was amazing

199
00:06:53,840 --> 00:06:55,520
that these are people that probably

200
00:06:55,520 --> 00:06:56,639
never would have written these things

201
00:06:56,639 --> 00:06:58,319
down at all. You know, they didn't

202
00:06:58,319 --> 00:06:59,759
really have a creative outlet. But once

203
00:06:59,759 --> 00:07:01,840
they started playing the game and they

204
00:07:01,840 --> 00:07:02,960
started actually kind of recreating

205
00:07:02,960 --> 00:07:04,479
these things and they found how easy it

206
00:07:04,479 --> 00:07:07,360
was to share. And also these people

207
00:07:07,360 --> 00:07:08,639
would post these stories and other

208
00:07:08,639 --> 00:07:09,840
people would comment on them, you know,

209
00:07:09,840 --> 00:07:12,240
and rate them. And for all these people

210
00:07:12,240 --> 00:07:13,599
who have never once been told they were

211
00:07:13,599 --> 00:07:16,080
creative or done anything interesting to

212
00:07:16,080 --> 00:07:17,759
just have five people, you know, random

213
00:07:17,759 --> 00:07:19,759
people say that was really cool made

214
00:07:19,759 --> 00:07:21,360
them tremendously motivated. They would

215
00:07:21,360 --> 00:07:22,720
go back and do much more elaborate

216
00:07:22,720 --> 00:07:24,160
stories after that. You know, it took

217
00:07:24,160 --> 00:07:26,960
very little uh positive reinforcement um

218
00:07:26,960 --> 00:07:29,440
or recognition for these people then to

219
00:07:29,440 --> 00:07:31,360
dive in, you know, and obviously these

220
00:07:31,360 --> 00:07:32,639
people, you know, had things they wanted

221
00:07:32,639 --> 00:07:34,560
to express. So basically this game for

222
00:07:34,560 --> 00:07:36,400
them turned into a creative tool, a tool

223
00:07:36,400 --> 00:07:39,280
of self-expression and uh so we later

224
00:07:39,280 --> 00:07:41,039
kind of developed that you know in the

225
00:07:41,039 --> 00:07:42,319
Sims where you're capturing movies and

226
00:07:42,319 --> 00:07:43,840
much more elaborate things and of course

227
00:07:43,840 --> 00:07:45,759
alongside of games there's been this

228
00:07:45,759 --> 00:07:48,000
really interesting field of machinima

229
00:07:48,000 --> 00:07:49,520
where people are actually using game

230
00:07:49,520 --> 00:07:51,520
engines to tell stories you know very

231
00:07:51,520 --> 00:07:54,080
very cheaply and so that's something for

232
00:07:54,080 --> 00:07:56,319
the same reason has been growing up

233
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alongside of games and has turned into

234
00:07:57,759 --> 00:08:00,960
its own kind of whole medium.

1
00:00:09,040 --> 00:00:10,800
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
00:01:05,439 --> 00:01:07,280
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
00:01:11,520 --> 00:01:12,880
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
00:03:06,080 --> 00:03:07,680
the more money they earn. So, we're

59
00:03:07,680 --> 00:03:09,920
connecting kind of these base motives to

60
00:03:09,920 --> 00:03:12,959
the larger aspirations, which is exactly

61
00:03:12,959 --> 00:03:17,560
what Maslo's pyramid was all about.

62
00:03:23,760 --> 00:03:24,959
The game designer is really kind of

63
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,

65
00:03:28,400 --> 00:03:30,159
certain limitations, certain goal

66
00:03:30,159 --> 00:03:32,400
states. you know, you're trying to get

67
00:03:32,400 --> 00:03:35,120
them into a certain motivation within

68
00:03:35,120 --> 00:03:37,280
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
00:03:41,440 --> 00:03:43,200
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

74
00:03:48,640 --> 00:03:50,400
that. But you want to have an

75
00:03:50,400 --> 00:03:52,080
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

78
00:03:57,519 --> 00:04:00,080
start testing their model against your

79
00:04:00,080 --> 00:04:01,439
model. and they start building that

80
00:04:01,439 --> 00:04:03,519
mental model against your game. I think

81
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it was PT Barnum that said something

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like uh no entrepreneur ever went broke

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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

148
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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

191
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for instance in a restaurant we have

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this rough idea of things that happen

193
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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

240
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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

242
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not going to be correct. You know, there

243
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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.

253
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It doesn't happen that way. Uh there's

254
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fallout but no nuclear explosion but all

255
00:10:06,320 --> 00:10:07,519
the players expected that you know and

256
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when it didn't happen there was like why

257
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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

261
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cars always blow up and they crash you

262
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know all these things that you know

263
00:10:18,640 --> 00:10:20,320
you're building you know the wrong model

264
00:10:20,320 --> 00:10:22,560
in the player's head compared to reality

265
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but as an enjoyable experience you know

266
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they kind of expected why didn't the car

267
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blow up you know so I'd say that what is

268
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correct is really the open question here

269
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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

274
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build a model of the way that plane

275
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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

278
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and you know, most of these players are

279
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not going to be designing a city like

280
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this. In fact, real cities are not

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designed with one person as the overlord

282
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like that. You know, it's much more

283
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political. So, I'm not that concerned

284
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that we take liberties, you know, like

285
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that.

286
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As an interactive experience, we want

287
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this whole thing to be centered on the

288
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player and, you know, understanding that

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every player is different is kind of key

290
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to that. We want every player to be able

291
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to take their own path, have some

292
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freedom, agency within our games. Uh, so

293
00:11:19,600 --> 00:11:21,120
we need to start thinking about, you

294
00:11:21,120 --> 00:11:22,560
know, how the players see themselves,

295
00:11:22,560 --> 00:11:24,560
you know, their identity. Now,

296
00:11:24,560 --> 00:11:26,640
everybody, you know, kind of wraps a lot

297
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of things around who they are. when you

298
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present yourself to other people

299
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depending on the context there's a place

300
00:11:31,839 --> 00:11:33,519
where you live your neighbors you know

301
00:11:33,519 --> 00:11:36,320
I'm from Ohio whatever it is your job

302
00:11:36,320 --> 00:11:38,720
your profession your skill set hobbies

303
00:11:38,720 --> 00:11:40,959
things that you do or brands products

304
00:11:40,959 --> 00:11:42,399
that you you know maybe have some

305
00:11:42,399 --> 00:11:44,640
allegiance to all these things

306
00:11:44,640 --> 00:11:47,279
components of your identity and you know

307
00:11:47,279 --> 00:11:48,959
when you're interacting with other

308
00:11:48,959 --> 00:11:50,640
people you know these are ways in which

309
00:11:50,640 --> 00:11:52,240
you kind of mark yourself you know you

310
00:11:52,240 --> 00:11:53,920
kind of surround yourself with these

311
00:11:53,920 --> 00:11:55,600
things saying you know this is part of

312
00:11:55,600 --> 00:11:58,720
what defines who I am Now we actually

313
00:11:58,720 --> 00:12:00,560
have you know a lot of very personal

314
00:12:00,560 --> 00:12:03,920
aspects to our identity but also we have

315
00:12:03,920 --> 00:12:05,360
communities that we live in you know

316
00:12:05,360 --> 00:12:07,120
sometimes real geographic communities

317
00:12:07,120 --> 00:12:09,360
other times online communities some of

318
00:12:09,360 --> 00:12:10,959
these are based upon location some are

319
00:12:10,959 --> 00:12:13,760
based upon interest profession uh and

320
00:12:13,760 --> 00:12:15,600
then there's the world around us you

321
00:12:15,600 --> 00:12:17,200
know that we all kind of share you know

322
00:12:17,200 --> 00:12:19,200
what's going on in the wider world it's

323
00:12:19,200 --> 00:12:20,800
almost like this target with successive

324
00:12:20,800 --> 00:12:22,880
rings going outward the innermost ring

325
00:12:22,880 --> 00:12:24,240
being the most personal the thing that

326
00:12:24,240 --> 00:12:26,639
most defines me as most unique going to

327
00:12:26,639 --> 00:12:28,079
the very general. We all live in the

328
00:12:28,079 --> 00:12:31,760
same world. Now, we find that uh as

329
00:12:31,760 --> 00:12:34,160
players get into games, you know, they

330
00:12:34,160 --> 00:12:36,160
kind of all come in like in the same

331
00:12:36,160 --> 00:12:37,760
way. They're all kind of casual players.

332
00:12:37,760 --> 00:12:38,720
I'm going to check this out, see what

333
00:12:38,720 --> 00:12:39,920
it's like. Some people really get into

334
00:12:39,920 --> 00:12:41,760
it, you know. Uh other people might play

335
00:12:41,760 --> 00:12:42,800
it for a little while, put it aside.

336
00:12:42,800 --> 00:12:44,880
This game isn't for me. But the players

337
00:12:44,880 --> 00:12:46,560
that kind of keep going down that path

338
00:12:46,560 --> 00:12:50,880
into your game, uh have a trajectory and

339
00:12:50,880 --> 00:12:52,399
depending on what kind of game it is,

340
00:12:52,399 --> 00:12:54,399
you know, they can take different paths

341
00:12:54,399 --> 00:12:56,320
into that. uh what a lot of times

342
00:12:56,320 --> 00:12:58,880
becomes a community. For the Sims, we

343
00:12:58,880 --> 00:13:00,800
actually had a lot of casual players

344
00:13:00,800 --> 00:13:02,160
started to turn into what we called

345
00:13:02,160 --> 00:13:03,839
collectors. They would go on the web and

346
00:13:03,839 --> 00:13:05,440
they found a lot of other people had

347
00:13:05,440 --> 00:13:07,200
made objects or characters that they

348
00:13:07,200 --> 00:13:08,399
could download into their game. And so

349
00:13:08,399 --> 00:13:09,600
they would start collecting specific

350
00:13:09,600 --> 00:13:11,200
things. You know, some people would

351
00:13:11,200 --> 00:13:12,320
actually kind of specialize their

352
00:13:12,320 --> 00:13:14,720
collections. I want to do Wild West

353
00:13:14,720 --> 00:13:17,760
stuff or Star Wars things or whatever it

354
00:13:17,760 --> 00:13:20,480
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
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that bad? I learned from that. And then

157
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you go from kind of the very tactical,

158
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very granular to longer and longer loops

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of success and failure. Now, at every

160
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level, you're probably going to

161
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encounter failure. And the failure

162
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actually is something that uh most

163
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people are spending most of their time

164
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in a game failing really uh at different

165
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ways in different loops here. And it's

166
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not that you don't want the player to

167
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encounter failure, but you want them to

168
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understand the failure and build a model

169
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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

172
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that's good and that's bad. Next time I

173
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will not get stuck by that. Let me uh

174
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show you an example of that on the

175
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whiteboard here

176
00:06:18,720 --> 00:06:20,400
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

179
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initially you need to understand first

180
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of all just how to make them move and

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walk around and interact with things,

182
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you know. So in some sense that's kind

183
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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

185
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that you know is failure

186
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and you know this is me not being able

187
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to control my character and once I learn

188
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how to make them walk around interact

189
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with things you know then I've succeeded

190
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and uh this is you know it's called

191
00:06:50,080 --> 00:06:52,160
interaction loop you know after that you

192
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know I start dealing with they have

193
00:06:53,360 --> 00:06:55,440
these little needs they get hungry they

194
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get tired they want social they want

195
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entertainment and those things fail so

196
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right off the bat you know they're

197
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sitting there and they're crashing on

198
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energy, they're bored, they're basically

199
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unhappy. And so the next level loop I

200
00:07:08,160 --> 00:07:09,199
really have to kind of do is figure out

201
00:07:09,199 --> 00:07:10,880
how to bring their happiness up. So

202
00:07:10,880 --> 00:07:12,319
that's kind of like the happy loop. And

203
00:07:12,319 --> 00:07:13,840
that's a little bit longer time scale.

204
00:07:13,840 --> 00:07:15,680
You know, that takes several minutes

205
00:07:15,680 --> 00:07:17,680
within the Sims. And again, you know,

206
00:07:17,680 --> 00:07:19,120
there's kind of a success side to that

207
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and a failure side to that loop. Now,

208
00:07:21,199 --> 00:07:22,720
there also things, you know, within

209
00:07:22,720 --> 00:07:24,080
these loops and we kind of keep going.

210
00:07:24,080 --> 00:07:24,880
You know, the next one might be

211
00:07:24,880 --> 00:07:26,400
economic. at some point they want to

212
00:07:26,400 --> 00:07:27,759
start improving their house, getting a

213
00:07:27,759 --> 00:07:30,160
job, getting skills, you know, so let's

214
00:07:30,160 --> 00:07:32,639
call that jobs, you know, and that's an

215
00:07:32,639 --> 00:07:35,840
even longer loop here. Uh, but a lot of

216
00:07:35,840 --> 00:07:37,520
games like the Sims or creative games,

217
00:07:37,520 --> 00:07:40,000
you know, also involve uh basically

218
00:07:40,000 --> 00:07:42,000
orthogonal creativity, you know, so in

219
00:07:42,000 --> 00:07:43,039
addition to playing the game, in

220
00:07:43,039 --> 00:07:44,080
addition to kind of dealing with all

221
00:07:44,080 --> 00:07:46,560
these game loops, um, I'm doing just

222
00:07:46,560 --> 00:07:48,000
weird stuff like telling a story with

223
00:07:48,000 --> 00:07:50,319
this or trying to replicate my family or

224
00:07:50,319 --> 00:07:51,919
just exploring, seeing, I wonder if my

225
00:07:51,919 --> 00:07:53,520
Sim can do that. And so there are

226
00:07:53,520 --> 00:07:55,599
probably, you know, other loops that are

227
00:07:55,599 --> 00:07:57,440
uh in a different dimension really than

228
00:07:57,440 --> 00:07:59,840
this, kind of more like there that don't

229
00:07:59,840 --> 00:08:01,680
have a lot to do with me succeeding on

230
00:08:01,680 --> 00:08:04,400
the overall game success curve, but have

231
00:08:04,400 --> 00:08:06,000
more to do with the player exploring

232
00:08:06,000 --> 00:08:07,199
their own creativity, their own

233
00:08:07,199 --> 00:08:09,120
expressiveness. And some players, you

234
00:08:09,120 --> 00:08:11,840
know, get totally invested in this uh

235
00:08:11,840 --> 00:08:13,840
and eventually start ignoring that, you

236
00:08:13,840 --> 00:08:16,720
know, but most games have some version

237
00:08:16,720 --> 00:08:18,080
of these different loops, you know, and

238
00:08:18,080 --> 00:08:20,400
it might be uh learn to shoot, then

239
00:08:20,400 --> 00:08:22,479
learn to unlock the door, then learn to

240
00:08:22,479 --> 00:08:24,960
defeat the evil boss at the end. You

241
00:08:24,960 --> 00:08:26,800
know, this is pretty much, you know, the

242
00:08:26,800 --> 00:08:28,639
same graph of the player building up

243
00:08:28,639 --> 00:08:30,479
this mental model. So the players, you

244
00:08:30,479 --> 00:08:32,320
know, model, the player is up here

245
00:08:32,320 --> 00:08:35,680
controlling this game and, you know, in

246
00:08:35,680 --> 00:08:38,320
their head, you know, they're basically

247
00:08:38,320 --> 00:08:40,080
building this mental model, you know,

248
00:08:40,080 --> 00:08:43,200
kind of one layer at a time

249
00:08:43,200 --> 00:08:45,839
of your game. And those layers of that

250
00:08:45,839 --> 00:08:47,360
model are very much aligned to these

251
00:08:47,360 --> 00:08:51,000
interaction layers.

252
00:08:55,839 --> 00:08:57,360
as players are going through these loops

253
00:08:57,360 --> 00:08:59,040
and slowly building this model, you

254
00:08:59,040 --> 00:09:01,360
know, uh, you know, again, really it's

255
00:09:01,360 --> 00:09:02,880
that most of what they're going to

256
00:09:02,880 --> 00:09:04,959
experience is failure again and again

257
00:09:04,959 --> 00:09:06,880
and again, which doesn't sound very fun,

258
00:09:06,880 --> 00:09:08,720
but it's the game designer's job to

259
00:09:08,720 --> 00:09:10,160
present that in a way that it's

260
00:09:10,160 --> 00:09:13,120
entertaining and informative and that

261
00:09:13,120 --> 00:09:15,200
it's not frustrating. Uh, I don't want

262
00:09:15,200 --> 00:09:16,720
to be failing on, you know, exactly the

263
00:09:16,720 --> 00:09:17,920
same thing over and over and over,

264
00:09:17,920 --> 00:09:19,760
especially when I know why I'm failing.

265
00:09:19,760 --> 00:09:21,279
uh some games, you know, some platform

266
00:09:21,279 --> 00:09:23,200
games, you have to time it exactly right

267
00:09:23,200 --> 00:09:24,720
and it's really hard and those kind of

268
00:09:24,720 --> 00:09:26,480
get very frustrating, you know, when you

269
00:09:26,480 --> 00:09:27,680
know that you have to acquire the skill

270
00:09:27,680 --> 00:09:29,200
and you can't quite acquire it. So,

271
00:09:29,200 --> 00:09:31,360
you're not failing uh because you don't

272
00:09:31,360 --> 00:09:33,120
know what you need to do. It's just that

273
00:09:33,120 --> 00:09:34,480
it's so hard for you to kind of get into

274
00:09:34,480 --> 00:09:36,240
that skill set, that sweet spot for some

275
00:09:36,240 --> 00:09:38,720
people, it becomes frustrating. So, when

276
00:09:38,720 --> 00:09:40,240
somebody fails in a game, you want it to

277
00:09:40,240 --> 00:09:41,600
be understandable. You want to be

278
00:09:41,600 --> 00:09:42,880
something that they can overcome once

279
00:09:42,880 --> 00:09:45,920
they understand it. Uh also again humor

280
00:09:45,920 --> 00:09:48,880
you know can be a great tool uh to

281
00:09:48,880 --> 00:09:50,800
alleviate the frustration. You know when

282
00:09:50,800 --> 00:09:52,720
somebody fails in a certain very basic

283
00:09:52,720 --> 00:09:54,880
thing in the game. Uh sometimes you want

284
00:09:54,880 --> 00:09:57,760
to actually have a variety of failure

285
00:09:57,760 --> 00:10:00,320
states that become humorous. So at least

286
00:10:00,320 --> 00:10:01,760
when they're failing again and again and

287
00:10:01,760 --> 00:10:03,680
again um it's not exactly the same

288
00:10:03,680 --> 00:10:04,959
repetition over and over. You know you

289
00:10:04,959 --> 00:10:06,320
might just have different animations for

290
00:10:06,320 --> 00:10:08,480
the same failure. Uh but again humor I

291
00:10:08,480 --> 00:10:10,480
think can be a great tool here. But um

292
00:10:10,480 --> 00:10:12,320
if presented right, you know, players

293
00:10:12,320 --> 00:10:14,079
get very motivated when they understand

294
00:10:14,079 --> 00:10:16,079
why they failed to then go back and do

295
00:10:16,079 --> 00:10:19,240
it again.

296
00:10:23,760 --> 00:10:26,079
The kind of games I tend to make uh tend

297
00:10:26,079 --> 00:10:29,040
to be more system level games and you

298
00:10:29,040 --> 00:10:31,360
know they frequently like you know Sim

299
00:10:31,360 --> 00:10:32,640
City or the Sims involve you

300
00:10:32,640 --> 00:10:34,800
constructing something that you know

301
00:10:34,800 --> 00:10:37,600
gets more and more elaborate over time.

302
00:10:37,600 --> 00:10:39,760
uh as you achieve success and your city

303
00:10:39,760 --> 00:10:42,640
grows or your Sims, you know, get more

304
00:10:42,640 --> 00:10:44,959
stuff in their house, uh you're adding

305
00:10:44,959 --> 00:10:47,600
more complexity to their world, uh you

306
00:10:47,600 --> 00:10:49,040
know, in the Sims, there's kind of this

307
00:10:49,040 --> 00:10:51,760
promise that, oh, you buy this crap for

308
00:10:51,760 --> 00:10:53,440
your Sims and it'll make them happy. Get

309
00:10:53,440 --> 00:10:55,839
them a big screen TV here or better bed

310
00:10:55,839 --> 00:10:58,000
there. But in some sense, as you acquire

311
00:10:58,000 --> 00:10:59,120
more and more of these items, they

312
00:10:59,120 --> 00:11:00,320
become time bombs. Each one of these

313
00:11:00,320 --> 00:11:01,920
things has a failure state or some

314
00:11:01,920 --> 00:11:03,600
maintenance requirement or whatever. So,

315
00:11:03,600 --> 00:11:05,040
as you fill your house with all this

316
00:11:05,040 --> 00:11:06,800
junk, what you're really doing is these

317
00:11:06,800 --> 00:11:08,560
things are potential time syncs down the

318
00:11:08,560 --> 00:11:10,640
road which add complexity to their world

319
00:11:10,640 --> 00:11:12,160
and make it much more difficult to play

320
00:11:12,160 --> 00:11:13,760
the game. Same in Sim City, you know,

321
00:11:13,760 --> 00:11:15,600
first you're just, you know, zoning a

322
00:11:15,600 --> 00:11:16,720
few little plots of land and building a

323
00:11:16,720 --> 00:11:18,160
few roads and you see a few things pop

324
00:11:18,160 --> 00:11:19,680
up and pretty soon they need power.

325
00:11:19,680 --> 00:11:21,040
Okay, you give them power. Now they need

326
00:11:21,040 --> 00:11:22,560
water. Now they want a school. Now they

327
00:11:22,560 --> 00:11:24,399
want a hospital. Now, you know, and so

328
00:11:24,399 --> 00:11:26,560
as they make progress in the game and

329
00:11:26,560 --> 00:11:28,560
the system is growing, the complexity is

330
00:11:28,560 --> 00:11:31,360
growing as well. And so it's a very

331
00:11:31,360 --> 00:11:33,760
natural smooth ramp in complexity. It's

332
00:11:33,760 --> 00:11:35,519
not like, okay, you finished level one,

333
00:11:35,519 --> 00:11:37,200
now here's level two where we're adding

334
00:11:37,200 --> 00:11:39,360
two more rules. It's, you know, very

335
00:11:39,360 --> 00:11:40,959
smoothly based upon and in some sense

336
00:11:40,959 --> 00:11:42,640
the player's asking for it. You know, as

337
00:11:42,640 --> 00:11:44,240
the player, you know, gets their city to

338
00:11:44,240 --> 00:11:45,760
that size, of course, they need a

339
00:11:45,760 --> 00:11:48,560
hospital now. So it totally fits in. It

340
00:11:48,560 --> 00:11:49,839
doesn't feel arbitrary either. It kind

341
00:11:49,839 --> 00:11:53,959
of feels natural in that way.

342
00:11:58,800 --> 00:12:02,000
It's not just how much difficulty is in

343
00:12:02,000 --> 00:12:04,320
the path, but also how many paths are

344
00:12:04,320 --> 00:12:06,160
there. You know, I think that the really

345
00:12:06,160 --> 00:12:07,760
interesting games are ones that allow

346
00:12:07,760 --> 00:12:09,440
different paths towards some kind of

347
00:12:09,440 --> 00:12:11,600
success. And in particular, the kind of

348
00:12:11,600 --> 00:12:14,399
games I do don't even make success that

349
00:12:14,399 --> 00:12:16,000
explicit. You know, in the Sims, you can

350
00:12:16,000 --> 00:12:17,600
decide you want them to have a good job

351
00:12:17,600 --> 00:12:19,120
or want them to be happy. Same in Sim

352
00:12:19,120 --> 00:12:20,160
City, you can want, you know, the

353
00:12:20,160 --> 00:12:21,600
biggest city you can build or the

354
00:12:21,600 --> 00:12:23,600
happiest residence or least crime. So in

355
00:12:23,600 --> 00:12:25,040
some sense, the player is choosing the

356
00:12:25,040 --> 00:12:27,040
goal state. Now, each one of these goal

357
00:12:27,040 --> 00:12:28,160
states is going to have kind of a

358
00:12:28,160 --> 00:12:30,800
different path of difficulty. And so for

359
00:12:30,800 --> 00:12:32,560
me, it's more about there's a landscape

360
00:12:32,560 --> 00:12:35,120
here of paths that the player can take.

361
00:12:35,120 --> 00:12:37,680
And each one has different peaks, but

362
00:12:37,680 --> 00:12:39,200
none of these have a cliff where you hit

363
00:12:39,200 --> 00:12:40,240
the cliff and all a sudden, you know,

364
00:12:40,240 --> 00:12:41,600
now it's really hard to get up. You

365
00:12:41,600 --> 00:12:43,120
know, they all have kind of different

366
00:12:43,120 --> 00:12:45,839
moderations of slope up those

367
00:12:45,839 --> 00:12:48,399
achievement peaks. And that's something

368
00:12:48,399 --> 00:12:51,600
that, you know, again, it's really hard.

369
00:12:51,600 --> 00:12:53,120
It's an emergent property. So, it's very

370
00:12:53,120 --> 00:12:54,639
hard to just say, "Okay, here's how we

371
00:12:54,639 --> 00:12:56,880
code that." Uh, a lot of times players

372
00:12:56,880 --> 00:12:59,120
will find exploits around it or it'll

373
00:12:59,120 --> 00:13:00,560
turn out that, you know, again, pressing

374
00:13:00,560 --> 00:13:02,880
the red button is not that obvious. So,

375
00:13:02,880 --> 00:13:04,480
this is again something we actually will

376
00:13:04,480 --> 00:13:05,760
capture metrics on. We will actually

377
00:13:05,760 --> 00:13:06,959
have a lot of people as we start getting

378
00:13:06,959 --> 00:13:08,160
more and more testers, we're capturing

379
00:13:08,160 --> 00:13:09,839
metrics. How long is somebody spinning

380
00:13:09,839 --> 00:13:11,920
in that stage or this stage? How many

381
00:13:11,920 --> 00:13:13,600
people are failing on this point or that

382
00:13:13,600 --> 00:13:15,680
point? And so, that's stuff that you all

383
00:13:15,680 --> 00:13:18,000
want to make fairly parametric that you

384
00:13:18,000 --> 00:13:22,480
can adjust fairly granularly in testing.

385
00:13:27,760 --> 00:13:29,120
Rewards in the game can come in many

386
00:13:29,120 --> 00:13:31,680
forms. Uh, you know, there's just the

387
00:13:31,680 --> 00:13:33,120
advancement, how far did I get in the

388
00:13:33,120 --> 00:13:34,959
game? Or there's special abilities that

389
00:13:34,959 --> 00:13:36,720
you might gain that now allow you to

390
00:13:36,720 --> 00:13:37,920
achieve things you could not achieve

391
00:13:37,920 --> 00:13:40,639
before. Uh, I think sometimes rewards

392
00:13:40,639 --> 00:13:43,279
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
00:13:44,320 --> 00:13:46,240
in a game, it's just it gets, you know,

395
00:13:46,240 --> 00:13:48,399
wrote, boring, a little too obvious. I

396
00:13:48,399 --> 00:13:49,600
think a lot of the really interesting

397
00:13:49,600 --> 00:13:51,360
player rewards are things that they

398
00:13:51,360 --> 00:13:52,800
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
00:14:12,720 --> 00:14:14,320
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
00:14:17,440 --> 00:14:18,880
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

415
00:14:22,560 --> 00:14:24,480
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
00:14:27,199 --> 00:14:29,760
game, uh, we had, you know, of course,

418
00:14:29,760 --> 00:14:32,639
landscape, terrain, rivers, you know,

419
00:14:32,639 --> 00:14:34,560
uh, but we' actually programmed in that,

420
00:14:34,560 --> 00:14:36,800
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
00:14:42,240 --> 00:14:43,920
actually had this little monster appear

425
00:14:43,920 --> 00:14:46,320
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
00:00:16,240 --> 00:00:18,720
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
00:00:22,480 --> 00:00:24,960
language with the player. The players

7
00:00:24,960 --> 00:00:26,640
are basically learning this language and

8
00:00:26,640 --> 00:00:28,800
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
00:00:33,120 --> 00:00:35,520
There's kind of an interesting aspect to

12
00:00:35,520 --> 00:00:37,840
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
00:00:39,680 --> 00:00:42,239
magic circle. And this is the idea

15
00:00:42,239 --> 00:00:44,079
especially in social games that you

16
00:00:44,079 --> 00:00:45,280
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
00:00:54,559 --> 00:00:56,399
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
00:01:02,480 --> 00:01:04,159
the players within that game and they're

27
00:01:04,159 --> 00:01:05,920
all basically bound by the game rules

28
00:01:05,920 --> 00:01:08,479
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
00:01:28,400 --> 00:01:30,880
grammar that real language has. In the

36
00:01:30,880 --> 00:01:32,240
world, things are basically kind of

37
00:01:32,240 --> 00:01:34,880
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
00:02:06,960 --> 00:02:09,119
almost transparent in learning that when

57
00:02:09,119 --> 00:02:10,479
you're designing you know what the

58
00:02:10,479 --> 00:02:13,120
language of your game is the nouns verbs

59
00:02:13,120 --> 00:02:15,360
adjectives uh of course it depends

60
00:02:15,360 --> 00:02:16,879
entirely early on kind of the setting in

61
00:02:16,879 --> 00:02:19,280
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
00:02:20,720 --> 00:02:22,319
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
00:02:26,160 --> 00:02:27,680
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
00:02:32,879 --> 00:02:34,160
people and show them, you know, kind of

72
00:02:34,160 --> 00:02:36,080
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
00:02:37,360 --> 00:02:39,840
answers are as they move through your

75
00:02:39,840 --> 00:02:41,680
space, however that space is kind of

76
00:02:41,680 --> 00:02:43,920
displayed. Um things will occur to them.

77
00:02:43,920 --> 00:02:45,280
Oh, I wish I could do that. Can I move

78
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
00:02:50,080 --> 00:02:51,040
lot of people, it's just going to be,

81
00:02:51,040 --> 00:02:52,319
you know, once they kind of immerse

82
00:02:52,319 --> 00:02:54,319
themselves in this little world, they're

83
00:02:54,319 --> 00:02:55,360
going to be a set of things that they

84
00:02:55,360 --> 00:02:56,480
would like to try. And if you give them

85
00:02:56,480 --> 00:02:57,920
a goal state, say, okay, you know, try

86
00:02:57,920 --> 00:02:59,680
to do this, it's going to be much more

87
00:02:59,680 --> 00:03:01,280
specific. Oh, okay. Well, in that case,

88
00:03:01,280 --> 00:03:03,040
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,

91
00:03:06,879 --> 00:03:08,239
you know, or agency does the player have

92
00:03:08,239 --> 00:03:10,319
in this world? Uh, what are the things

93
00:03:10,319 --> 00:03:11,840
which are you going to manipulate? And

94
00:03:11,840 --> 00:03:13,040
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

97
00:03:16,959 --> 00:03:18,640
also need to present these things in the

98
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
00:03:27,280 --> 00:03:29,519
think that you're informing the player

103
00:03:29,519 --> 00:03:30,959
about these things in a lot of different

104
00:03:30,959 --> 00:03:33,120
ways sometimes it's just the art style

105
00:03:33,120 --> 00:03:34,400
these things stand out a little bit

106
00:03:34,400 --> 00:03:35,599
against the background and so they're

107
00:03:35,599 --> 00:03:36,959
important a lot of times you'll have

108
00:03:36,959 --> 00:03:39,040
like the background trees and landscape

109
00:03:39,040 --> 00:03:40,959
is a little more muted whereas the

110
00:03:40,959 --> 00:03:42,080
foreground ground things like maybe

111
00:03:42,080 --> 00:03:45,280
tanks and jeeps are more uh saturated in

112
00:03:45,280 --> 00:03:47,280
color. So it could just be artistic. It

113
00:03:47,280 --> 00:03:48,879
could be the way you highlight these

114
00:03:48,879 --> 00:03:50,319
things, you know, the way they animate,

115
00:03:50,319 --> 00:03:51,519
you know. So in some sense, you're kind

116
00:03:51,519 --> 00:03:52,959
of informing what are the important, you

117
00:03:52,959 --> 00:03:55,680
know, nouns in a scene by the visuals.

118
00:03:55,680 --> 00:03:58,319
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
00:03:59,760 --> 00:04:00,799
the point of view of the game, whether

121
00:04:00,799 --> 00:04:02,560
it's first person, third person,

122
00:04:02,560 --> 00:04:04,560
whatever. Um, for instance, you know, I

123
00:04:04,560 --> 00:04:05,920
show somebody a terrain and say, okay,

124
00:04:05,920 --> 00:04:07,200
you're going to build a city here, you

125
00:04:07,200 --> 00:04:08,400
know, and ask them what's the very first

126
00:04:08,400 --> 00:04:09,760
thing that would occur to you. People

127
00:04:09,760 --> 00:04:11,120
might say, you know, I don't know, roads

128
00:04:11,120 --> 00:04:13,280
or houses or whatever it is, but they'll

129
00:04:13,280 --> 00:04:14,560
start telling you, you know, verbs that

130
00:04:14,560 --> 00:04:15,840
they would, you know, expect to play

131
00:04:15,840 --> 00:04:18,560
with in this playset. Uh, if it's a

132
00:04:18,560 --> 00:04:20,400
first-person game, you know, and they're

133
00:04:20,400 --> 00:04:22,079
trying to escape something, they're

134
00:04:22,079 --> 00:04:23,360
going to be looking, you know, for

135
00:04:23,360 --> 00:04:25,199
doors, keys, you know, a whole set of

136
00:04:25,199 --> 00:04:26,800
things will occur to them and a whole

137
00:04:26,800 --> 00:04:28,160
set of verbs will occur to them, you

138
00:04:28,160 --> 00:04:29,199
know, and at some point you're going to

139
00:04:29,199 --> 00:04:30,479
start developing this language, you

140
00:04:30,479 --> 00:04:34,520
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
00:04:46,080 --> 00:04:48,000
designers so the player can come in and

144
00:04:48,000 --> 00:04:49,919
have at least some grounding for what

145
00:04:49,919 --> 00:04:51,280
kind of a system they're dealing with

146
00:04:51,280 --> 00:04:54,400
you know and even if it's not direct uh

147
00:04:54,400 --> 00:04:56,160
it can be an indirect metaphor command

148
00:04:56,160 --> 00:04:57,199
and conquer which is one of the old

149
00:04:57,199 --> 00:04:58,880
games I used to play a lot basically me

150
00:04:58,880 --> 00:05:00,000
and my friend used to play with our

151
00:05:00,000 --> 00:05:02,160
little model tanks and make up rules and

152
00:05:02,160 --> 00:05:03,840
have these whole little battles with our

153
00:05:03,840 --> 00:05:05,520
little toy tanks and it It was basically

154
00:05:05,520 --> 00:05:07,680
Command and Conquer brought to life.

155
00:05:07,680 --> 00:05:09,120
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
00:05:10,479 --> 00:05:11,840
kids running around playing Cowboys and

158
00:05:11,840 --> 00:05:13,520
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
00:05:20,479 --> 00:05:21,919
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
00:05:25,280 --> 00:05:28,080
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
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define an aesthetic. The visual

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aesthetic is going to add a whole new

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layer of meaning and depth to your game.

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This is one of your primary ways of

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communicating to the player. Finding

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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

189
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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,

197
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Ocean and I both as kids had

198
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microscopes. You know, I still have a

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microscope and we started thinking,

200
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okay, what would this look like under a

201
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microscope, under a slide? And Ocean

202
00:07:25,440 --> 00:07:27,680
would actually kind of prototype that.

203
00:07:27,680 --> 00:07:29,039
And there's this thing when you have the

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old microscopes that, you know, as you

205
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move the focus lever just a little bit,

206
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you know, things here were now going out

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of focus and things deeper were going

208
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into focus. You're actually manipulating

209
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the Z plane where the focus was set. And

210
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so you were actually able to move in

211
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that third dimension, you know, through

212
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a drop of water or whatever it was. And

213
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uh we both thought about that. And the

214
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notion went back and found a way to

215
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render it such that he could take any of

216
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the planes and focus or defocus it at,

217
00:07:54,400 --> 00:07:56,560
you know, at his whim. And we could have

218
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several of these in a row. So you could

219
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have, you know, layers of this that were

220
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out of focus, but only one layer that

221
00:08:02,080 --> 00:08:04,240
was really in focus. That actually kind

222
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of brought up the idea that, okay, maybe

223
00:08:05,520 --> 00:08:06,720
as you're playing this cellular game

224
00:08:06,720 --> 00:08:08,240
that you're actually getting larger and

225
00:08:08,240 --> 00:08:09,919
larger, in which case you'd be moving

226
00:08:09,919 --> 00:08:12,000
from one plane to the next. So as your

227
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thing grew, we would now defocus the

228
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layer that you were on and bring into

229
00:08:16,240 --> 00:08:17,599
focus the layer that was above you,

230
00:08:17,599 --> 00:08:19,280
which were much bigger things that you

231
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just saw as fuzzy blobs before. Um, then

232
00:08:22,000 --> 00:08:23,440
as soon as you grew to that size, they

233
00:08:23,440 --> 00:08:26,160
became uh, you know, in focus and now

234
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part of your game world, you know, so

235
00:08:27,280 --> 00:08:28,479
you were only interacting with that

236
00:08:28,479 --> 00:08:30,879
layer that was in focus. So that was

237
00:08:30,879 --> 00:08:32,000
kind of a back and forth thing that

238
00:08:32,000 --> 00:08:34,000
Ocean and I did for a few weeks, you

239
00:08:34,000 --> 00:08:35,440
know, kind of coming up with and then

240
00:08:35,440 --> 00:08:37,839
realizing that idea, but it became kind

241
00:08:37,839 --> 00:08:39,279
of very fundamental to the way that part

242
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of the game worked.

243
00:08:47,440 --> 00:08:48,880
Finding a good art director is probably

244
00:08:48,880 --> 00:08:50,080
going to be very similar to finding a

245
00:08:50,080 --> 00:08:53,120
good sound director. Uh you want

246
00:08:53,120 --> 00:08:56,560
somebody who listens first of all and

247
00:08:56,560 --> 00:08:58,320
tries to understand you know your

248
00:08:58,320 --> 00:09:02,560
vision. Um somebody who can uh come up

249
00:09:02,560 --> 00:09:05,200
with ideas that you can't. you know,

250
00:09:05,200 --> 00:09:08,480
maybe go off in creative areas that they

251
00:09:08,480 --> 00:09:11,279
are aware of because of their specific

252
00:09:11,279 --> 00:09:13,279
expertise, you know, whether it be sound

253
00:09:13,279 --> 00:09:16,959
or art or whatever. Uh, bring them back

254
00:09:16,959 --> 00:09:19,360
to you in a format, you know, to where

255
00:09:19,360 --> 00:09:22,880
they offer you some choice. And, um, I

256
00:09:22,880 --> 00:09:25,120
think that there's no, you know, one

257
00:09:25,120 --> 00:09:27,200
sizefits-all. Sometimes, you know,

258
00:09:27,200 --> 00:09:28,800
you'll want a very very particular style

259
00:09:28,800 --> 00:09:31,760
as a designer and you don't really want

260
00:09:31,760 --> 00:09:33,440
somebody giving you five other styles

261
00:09:33,440 --> 00:09:35,440
when you know you want that style. In

262
00:09:35,440 --> 00:09:36,640
which case, you might, you know, look

263
00:09:36,640 --> 00:09:38,959
for somebody who specializes in that.

264
00:09:38,959 --> 00:09:41,680
Uh, but other times, you know, you might

265
00:09:41,680 --> 00:09:43,040
be a little more open to, you know,

266
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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

3
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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

34
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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

37
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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,

42
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there are a lot of ways to use these

43
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kind of what I'd call like

44
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microprocesses to build up that larger

45
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process of here's what it feels like to

46
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be in that world. Uh in some sense, I

47
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think of this as the dynamics, you know,

48
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as a player's doing things in the game,

49
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how is that game responding to the

50
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player? You know, what is the

51
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conversation that the player's having

52
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with the game system? And each one of

53
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these mechanics is kind of one type of

54
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uh phrase or interaction or you know uh

55
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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

86
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converter. You might want some, you

87
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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,

95
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there's basically something you need in

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this that uh you cannot figure out an

97
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existing mechanic that will provide

98
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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

100
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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

102
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about it so much in terms of, you know,

103
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this is a new mechanic or not. It's more

104
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like this is the right mechanic, you

105
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know, whether it was invented by me or

106
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somebody else. You know, I just I think

107
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there's always kind like the right part

108
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to fill in that gap in your design.

109
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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

112
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overt rules that you want to inform the

113
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player about. You know, you need to

114
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escape the dungeon or, you know, this is

115
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a torch, you know, whatever it is. You

116
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know, certain things you're very clear

117
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with the player about right off the bat.

118
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you're going to say, "Okay, to control

119
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your character, use the WASDY keys or

120
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this or that." Uh, so again, some things

121
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you're very overt about. Other things

122
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that they discovered, you know, a trend

123
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that started 10-15 years ago was that

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part of the gameplay, the early gameplay

125
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is the tutorial and you encounter

126
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objects, you know, as part of directed

127
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gameplay early on. And the game itself

128
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is kind of teaching you how to use a

129
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sword in Zelda, how to do this, how to

130
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do that, how to cast a spell. But then

131
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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

135
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world to be kind of a black box at some

136
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level. Uh and this is actually kind of

137
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gets to the idea of emergence that uh a

138
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lot of times somebody will look at a

139
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system when people look at the

140
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simulation of Sim City they start

141
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imagining you know this ungodly

142
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collection of mathematics and things

143
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calculating this incredibly complicated

144
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city. In fact it's far far simpler than

145
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that you know in fact we found a fairly

146
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nice emergent system. So, it was a

147
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fairly simple set of rules that kind of

148
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emerge into the complexity of a city

149
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simulation. Uh, if players, you know,

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saw under the hood, in some sense, it

151
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would kind of destroy a lot of the

152
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illusion of complexity there, the

153
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illusion of life. Uh, it's, you know,

154
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very similar to the same reason why we

155
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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

157
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started repeating the same things over

158
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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

161
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to read in a lot more. Uh there was this

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thing that we started calling the

163
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simulator effect uh after watching the

164
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first, you know, kind of batch of

165
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players playing Sim City a lot and then

166
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some of our later games that they would

167
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write letters to us. Oh, I love this

168
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game. And they would describe stuff that

169
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happened to them in the game and the

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letters they were writing to us and they

171
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would describe, you know, things like,

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you know, the airplane crashed over here

173
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and hit the power line and caused a

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surge there and then this thing caught

175
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on fire. And they would describe all

176
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these causal linkages that did not exist

177
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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

185
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that's when I kind of realized that

186
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there's certain parts of a simulator

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like that you want to keep a black box.

188
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You know, the players, you know, can

189
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actually imagine their own simulation

190
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usually far more interesting than yours.

191
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you know, as long as you present them

192
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with enough scaffolding to build that in

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their imagination. And so we ended up

194
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calling that the simulator effect that

195
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when players are imagining that your

196
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your world, your simulation is more

197
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detailed, more rich, more uh complicated

198
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than it actually is, uh don't talk them

199
00:07:08,800 --> 00:07:11,120
out of it. And so, you know, part of

200
00:07:11,120 --> 00:07:13,599
exploring the world is in fact kind of

201
00:07:13,599 --> 00:07:16,240
uncovering these loops of complexity and

202
00:07:16,240 --> 00:07:18,319
these rules. And so part of learning the

203
00:07:18,319 --> 00:07:20,080
rules of the game uh are actually

204
00:07:20,080 --> 00:07:21,680
embedded in the game which is actually

205
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very natural.

206
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There's this thing called the Monte

207
00:07:30,800 --> 00:07:34,000
Carlo method uh which is using chance

208
00:07:34,000 --> 00:07:36,080
basically in the place of calculus. You

209
00:07:36,080 --> 00:07:37,599
know a lot of things that would be

210
00:07:37,599 --> 00:07:39,360
simulated in the natural world you know

211
00:07:39,360 --> 00:07:40,960
we have established mathematics which is

212
00:07:40,960 --> 00:07:43,840
linear calculus. Um, but it turns out

213
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that for most of these things with a

214
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computer, there's a whole another

215
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approach that basically can solve the

216
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same set of problems, which is basically

217
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throwing darts at a dart board and you

218
00:07:52,319 --> 00:07:54,240
have shapes on that dart board that are

219
00:07:54,240 --> 00:07:56,720
about, you know, the right area. I'm

220
00:07:56,720 --> 00:07:58,080
going to go to the whiteboard to kind of

221
00:07:58,080 --> 00:08:02,520
give you a simple illustration of this.

222
00:08:05,360 --> 00:08:07,039
And just to keep it very simple, you

223
00:08:07,039 --> 00:08:09,440
know, let's assume that we have some

224
00:08:09,440 --> 00:08:12,000
area and that we have within that area

225
00:08:12,000 --> 00:08:13,199
some regions, you know, and maybe this

226
00:08:13,199 --> 00:08:15,360
is the amount of area developed, you

227
00:08:15,360 --> 00:08:17,360
know, in Sim City or the areas with

228
00:08:17,360 --> 00:08:20,080
police coverage, whatever it is. Now,

229
00:08:20,080 --> 00:08:21,919
um, normally if you wanted to measure

230
00:08:21,919 --> 00:08:25,680
what percentage of this entire area is

231
00:08:25,680 --> 00:08:28,479
occupied by these blobs, you know,

232
00:08:28,479 --> 00:08:30,319
there's some very elaborate mathematics

233
00:08:30,319 --> 00:08:31,680
kind of going down the calculus path

234
00:08:31,680 --> 00:08:32,959
that you would use to measure that and

235
00:08:32,959 --> 00:08:34,719
give you a pretty accurate answer. But

236
00:08:34,719 --> 00:08:36,479
if you have a computer, you know, and

237
00:08:36,479 --> 00:08:37,839
computers are very fast and good at just

238
00:08:37,839 --> 00:08:39,680
doing simple things repetitively. It

239
00:08:39,680 --> 00:08:40,800
turns out there's a much simpler

240
00:08:40,800 --> 00:08:42,159
technique. And they call this the Monte

241
00:08:42,159 --> 00:08:43,839
Carlo method, which is that we just sit

242
00:08:43,839 --> 00:08:46,080
here and we just randomly throw darts at

243
00:08:46,080 --> 00:08:48,880
this board, you know, and then we just

244
00:08:48,880 --> 00:08:53,040
count over time how many of the darts

245
00:08:53,040 --> 00:08:55,680
land inside of these areas and how many

246
00:08:55,680 --> 00:08:58,240
land outside. And you know, you throw a

247
00:08:58,240 --> 00:08:59,519
few hundred darts at there, you know,

248
00:08:59,519 --> 00:09:00,880
and it turns out that, you know, let's

249
00:09:00,880 --> 00:09:04,160
say out of a 100 darts, you know, 67

250
00:09:04,160 --> 00:09:07,760
land outside of these zones and let's

251
00:09:07,760 --> 00:09:10,080
say 33

252
00:09:10,080 --> 00:09:12,000
land inside the zones. That's the basic

253
00:09:12,000 --> 00:09:13,839
percentage. You basically that's 33% of

254
00:09:13,839 --> 00:09:16,320
the area of that. This is the kind of,

255
00:09:16,320 --> 00:09:18,640
you know, simple mathematics, you know,

256
00:09:18,640 --> 00:09:21,360
that we use a lot in simulations. And so

257
00:09:21,360 --> 00:09:23,680
this in fact is relying very much on

258
00:09:23,680 --> 00:09:27,040
just probabilities. And it's uh the way

259
00:09:27,040 --> 00:09:29,120
a lot of the emergence that we get out

260
00:09:29,120 --> 00:09:31,440
of some of these systems works as well.

261
00:09:31,440 --> 00:09:33,200
So from a design point of view, it's

262
00:09:33,200 --> 00:09:34,800
amazing how you can build super simple

263
00:09:34,800 --> 00:09:37,040
things like that in place of what used

264
00:09:37,040 --> 00:09:38,399
to be very kind of elaborate

265
00:09:38,399 --> 00:09:41,399
mathematics.

266
00:09:46,720 --> 00:09:48,240
There's another kind of chance though

267
00:09:48,240 --> 00:09:50,720
that I encounter as a designer which is

268
00:09:50,720 --> 00:09:52,399
that a lot of times I'll be making

269
00:09:52,399 --> 00:09:55,200
something doing prototypes whatever and

270
00:09:55,200 --> 00:09:57,839
something just pops up unexpectedly you

271
00:09:57,839 --> 00:09:59,440
know either we made a put a bug in the

272
00:09:59,440 --> 00:10:01,120
program or it's not behaving the way I

273
00:10:01,120 --> 00:10:04,240
thought or something uh happens that

274
00:10:04,240 --> 00:10:07,440
surprises me and uh through pure chance

275
00:10:07,440 --> 00:10:09,519
I might trip over some new mechanic or

276
00:10:09,519 --> 00:10:11,279
some new feature or that reminds me of

277
00:10:11,279 --> 00:10:13,279
this let's try that you And this is like

278
00:10:13,279 --> 00:10:14,880
serendipity. This is me, you know, kind

279
00:10:14,880 --> 00:10:16,480
of accidentally discovering something

280
00:10:16,480 --> 00:10:18,320
very cool, you know, either in

281
00:10:18,320 --> 00:10:20,480
prototyping or testing or just even on

282
00:10:20,480 --> 00:10:21,920
paper as I'm kind of thinking through a

283
00:10:21,920 --> 00:10:23,760
design that causes me to go off in a

284
00:10:23,760 --> 00:10:24,800
totally different direction, you know,

285
00:10:24,800 --> 00:10:27,279
tangent to where I was going initially.

286
00:10:27,279 --> 00:10:28,880
Now, this is all from the designer's

287
00:10:28,880 --> 00:10:30,079
point of view, you know, kind of how you

288
00:10:30,079 --> 00:10:32,720
use probability to your advantage. Um,

289
00:10:32,720 --> 00:10:33,920
you know, from the players point of

290
00:10:33,920 --> 00:10:37,279
view, you know, again, uh, there'll be a

291
00:10:37,279 --> 00:10:38,160
lot of things happening in your game

292
00:10:38,160 --> 00:10:39,680
that might be purely random. You know,

293
00:10:39,680 --> 00:10:41,279
and you know that they're random. The

294
00:10:41,279 --> 00:10:42,560
players are always going to be trying to

295
00:10:42,560 --> 00:10:44,480
assign causality to something. You know,

296
00:10:44,480 --> 00:10:46,480
if all a sudden that torch goes out or

297
00:10:46,480 --> 00:10:47,839
there's a sound over there, the player

298
00:10:47,839 --> 00:10:48,800
in their head is going to be building

299
00:10:48,800 --> 00:10:50,560
some model of, you know, what caused

300
00:10:50,560 --> 00:10:52,079
that to happen. Was it something I did?

301
00:10:52,079 --> 00:10:53,200
Is it some indicator? Is it

302
00:10:53,200 --> 00:10:55,839
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

304
00:10:58,399 --> 00:10:59,600
balance there a little bit, you know,

305
00:10:59,600 --> 00:11:01,760
kind of signal the noise so that there's

306
00:11:01,760 --> 00:11:04,160
some stuff happening in the world that

307
00:11:04,160 --> 00:11:05,760
again remains kind of a black box to

308
00:11:05,760 --> 00:11:06,880
them. whether you know from their point

309
00:11:06,880 --> 00:11:09,120
of view it's random chance or it's some

310
00:11:09,120 --> 00:11:12,079
elaborate deep you know behavior of your

311
00:11:12,079 --> 00:11:14,640
you know your world um the player is

312
00:11:14,640 --> 00:11:16,000
going to assume it's some deep behavior

313
00:11:16,000 --> 00:11:17,760
of your world I think in most cases but

314
00:11:17,760 --> 00:11:19,200
if it's something that the player did

315
00:11:19,200 --> 00:11:20,880
and you want clear feedback that the

316
00:11:20,880 --> 00:11:23,680
player did this and the door unlocked uh

317
00:11:23,680 --> 00:11:24,560
that's where you have to make sure

318
00:11:24,560 --> 00:11:26,399
you're getting above that that noise

319
00:11:26,399 --> 00:11:28,240
level and it's totally signal to the

320
00:11:28,240 --> 00:11:29,760
player and so you need to make sure that

321
00:11:29,760 --> 00:11:31,200
the feedback you're giving to the player

322
00:11:31,200 --> 00:11:33,519
is signal and not noise against this

323
00:11:33,519 --> 00:11:37,200
kind of random world churning

324
00:11:42,959 --> 00:11:44,480
Well, because my games don't have an

325
00:11:44,480 --> 00:11:46,959
overt instinct,

326
00:11:46,959 --> 00:11:49,440
uh, you know, I don't think it really

327
00:11:49,440 --> 00:11:51,839
changes the nature of wanting to present

328
00:11:51,839 --> 00:11:53,920
an interesting, challenging kind of

329
00:11:53,920 --> 00:11:56,480
creative world. Uh, I don't think that,

330
00:11:56,480 --> 00:11:57,920
you know, I think that's kind of almost

331
00:11:57,920 --> 00:11:59,360
world building is almost a different

332
00:11:59,360 --> 00:12:02,720
kind of uh level to that. uh the chance

333
00:12:02,720 --> 00:12:04,480
and probability

334
00:12:04,480 --> 00:12:06,240
um for a player, you know, again, it can

335
00:12:06,240 --> 00:12:07,519
depend on the game. If you know, you're

336
00:12:07,519 --> 00:12:09,120
playing casino games, you know, you're

337
00:12:09,120 --> 00:12:10,240
kind of expecting these things to be

338
00:12:10,240 --> 00:12:12,560
based around chance and probability. Uh

339
00:12:12,560 --> 00:12:13,839
if you're playing something like a

340
00:12:13,839 --> 00:12:15,360
first-person shooter, you're kind of

341
00:12:15,360 --> 00:12:17,440
imagining that, you know, if I aim at

342
00:12:17,440 --> 00:12:18,720
that guy, it's going to hit that guy

343
00:12:18,720 --> 00:12:20,399
that, you know, I don't want a chance of

344
00:12:20,399 --> 00:12:22,480
having a dud bullet or my bullet, you

345
00:12:22,480 --> 00:12:23,920
know, going off target, you know, just

346
00:12:23,920 --> 00:12:26,079
through random chance. So, I want my

347
00:12:26,079 --> 00:12:27,920
actions to be clearly, you know, kind of

348
00:12:27,920 --> 00:12:30,639
almost deterministic in that sense. Uh,

349
00:12:30,639 --> 00:12:32,000
so I think it depends on the feature of

350
00:12:32,000 --> 00:12:33,200
your world as to what you're talking

351
00:12:33,200 --> 00:12:35,200
about. If it's something like Sim City

352
00:12:35,200 --> 00:12:37,839
and you know when does a fire occur? You

353
00:12:37,839 --> 00:12:39,600
know that actually is a little bit of a

354
00:12:39,600 --> 00:12:40,880
combination. It's a combination of how

355
00:12:40,880 --> 00:12:43,040
much have I done with my fire services,

356
00:12:43,040 --> 00:12:44,320
but there's still a chance. It's

357
00:12:44,320 --> 00:12:46,399
changing the probability of a fire

358
00:12:46,399 --> 00:12:47,839
actually happening. It could still

359
00:12:47,839 --> 00:12:49,200
happen even if I have good fire

360
00:12:49,200 --> 00:12:52,000
coverage, but uh the chance is lower.

361
00:12:52,000 --> 00:12:54,720
And you know, for the player, you know,

362
00:12:54,720 --> 00:12:56,240
that's kind of the expectation coming

363
00:12:56,240 --> 00:12:58,480
into a world like that. And so really, I

364
00:12:58,480 --> 00:12:59,519
think at that point, you're really kind

365
00:12:59,519 --> 00:13:00,959
of falling back into what feels like an

366
00:13:00,959 --> 00:13:02,399
expectation on the player. You don't

367
00:13:02,399 --> 00:13:03,680
want the world to feel like, you know,

368
00:13:03,680 --> 00:13:05,519
arbitrary things are happening for

369
00:13:05,519 --> 00:13:07,200
absolutely no reason. You know, so even

370
00:13:07,200 --> 00:13:08,800
when a fire occurs in Sim City when

371
00:13:08,800 --> 00:13:10,560
there's a low probability, the player

372
00:13:10,560 --> 00:13:12,000
can imagine that occurring. You know,

373
00:13:12,000 --> 00:13:14,720
it's not an unimaginable situation. What

374
00:13:14,720 --> 00:13:16,000
you really don't want to do is you don't

375
00:13:16,000 --> 00:13:17,839
want the game to feel capriccious in

376
00:13:17,839 --> 00:13:19,040
terms of killing the player for no

377
00:13:19,040 --> 00:13:21,040
obvious reason. You know, that, you

378
00:13:21,040 --> 00:13:24,160
know, is really major no. The player

379
00:13:24,160 --> 00:13:25,440
always wants to feel like their success

380
00:13:25,440 --> 00:13:27,279
or failure is coming back to their

381
00:13:27,279 --> 00:13:28,880
agency. You know, it's their fault. They

382
00:13:28,880 --> 00:13:30,399
are the ones responsible for their own

383
00:13:30,399 --> 00:13:33,399
fate.

384
00:13:38,639 --> 00:13:40,320
depending on the kind of game you're

385
00:13:40,320 --> 00:13:41,760
doing, you know, it does put the player

386
00:13:41,760 --> 00:13:43,440
into a certain kind of mindset and they

387
00:13:43,440 --> 00:13:45,360
build a certain kind of model whether

388
00:13:45,360 --> 00:13:47,200
it's like a first-person kind of game

389
00:13:47,200 --> 00:13:49,839
with exploration and combat or it's a

390
00:13:49,839 --> 00:13:51,440
third person game with resource

391
00:13:51,440 --> 00:13:54,560
management. Uh, you know, they all at

392
00:13:54,560 --> 00:13:56,560
some level share a set of features,

393
00:13:56,560 --> 00:13:58,160
share, you know, certain amounts of

394
00:13:58,160 --> 00:14:00,959
player agency. Uh, they share world

395
00:14:00,959 --> 00:14:03,279
dynamics, you know, so that's the level

396
00:14:03,279 --> 00:14:04,959
which these things are all pretty common

397
00:14:04,959 --> 00:14:07,680
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
00:14:52,399 --> 00:14:55,519
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
00:00:38,879 --> 00:00:39,600
platformer.

14
00:00:39,600 --> 00:00:40,000
Okay.

15
00:00:40,000 --> 00:00:42,239
And the premise is that uh you play as

16
00:00:42,239 --> 00:00:44,640
this woman named Nina who has been uh

17
00:00:44,640 --> 00:00:47,600
stranded on this abandoned space colony

18
00:00:47,600 --> 00:00:49,200
and she's trying to find the equipment

19
00:00:49,200 --> 00:00:50,640
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

22
00:00:52,719 --> 00:00:54,320
traditional Metroid Via game.

23
00:00:54,320 --> 00:00:55,760
All right. And the premise of a lot of

24
00:00:55,760 --> 00:00:57,840
the upgrades are you're changing around

25
00:00:57,840 --> 00:00:58,879
gravity.

26
00:00:58,879 --> 00:01:00,000
Changing gravity.

27
00:01:00,000 --> 00:01:01,840
Yes. So you can change it up, down,

28
00:01:01,840 --> 00:01:02,480
left, right.

29
00:01:02,480 --> 00:01:04,239
So you're jumping and the gravity allows

30
00:01:04,239 --> 00:01:06,000
you Oh, let's take a look at it.

31
00:01:06,000 --> 00:01:09,920
Sure. We can take a look here. Um, so as

32
00:01:09,920 --> 00:01:12,000
you can see

33
00:01:12,000 --> 00:01:14,479
under this giant room and you can change

34
00:01:14,479 --> 00:01:15,600
gravity around.

35
00:01:15,600 --> 00:01:17,040
Oh, you're changing the angle of

36
00:01:17,040 --> 00:01:17,680
gravity.

37
00:01:17,680 --> 00:01:18,640
Yes. Yeah.

38
00:01:18,640 --> 00:01:20,159
Oh, I see. Okay.

39
00:01:20,159 --> 00:01:22,240
So if you fall too far, you can die. So

40
00:01:22,240 --> 00:01:23,680
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
00:01:25,119 --> 00:01:26,479
to turn in your head. Okay.

43
00:01:26,479 --> 00:01:27,119
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
00:01:30,240 --> 00:01:31,840
on here to change gravity. And you can

48
00:01:31,840 --> 00:01:33,280
pick one of the four directions.

49
00:01:33,280 --> 00:01:33,840
Yes.

50
00:01:33,840 --> 00:01:35,200
Exactly.

51
00:01:35,200 --> 00:01:36,880
Okay. I mean, right off the bat,

52
00:01:36,880 --> 00:01:37,360
Mhm.

53
00:01:37,360 --> 00:01:39,360
looking at this game, it looks cooler to

54
00:01:39,360 --> 00:01:41,439
me now than when you first pitched it to

55
00:01:41,439 --> 00:01:43,280
me just a few seconds ago.

56
00:01:43,280 --> 00:01:44,640
Uh, you started by saying it's a

57
00:01:44,640 --> 00:01:47,040
sidescrolling duh. Immediately in my

58
00:01:47,040 --> 00:01:48,799
head, I think Mario, whatever. It brings

59
00:01:48,799 --> 00:01:49,600
a lot of baggage.

60
00:01:49,600 --> 00:01:52,159
Sure. Um, I think and I don't really

61
00:01:52,159 --> 00:01:53,360
care about the character's name, but if

62
00:01:53,360 --> 00:01:55,520
you say she's stranded on this ship

63
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exploring it, but she gets all for

64
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gravity, all a sudden that sounds kind

65
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of interesting, intriguing, something

66
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I've never heard. I think maybe to start

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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.

70
00:02:04,880 --> 00:02:06,880
And I like the style a lot, too.

71
00:02:06,880 --> 00:02:10,239
Thank you. Um,

72
00:02:10,239 --> 00:02:12,239
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.

75
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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.

78
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things. So, one of the mechanics or one

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of the things you're upgrading is that

80
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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

83
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wandering around in the darkness.

84
00:02:26,640 --> 00:02:27,680
In the dark. Okay. Yeah.

85
00:02:27,680 --> 00:02:28,720
Mhm.

86
00:02:28,720 --> 00:02:31,120
Um, now I'm not hearing any sound. Is

87
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that just part of the game you haven't

88
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developed yet,

89
00:02:32,959 --> 00:02:34,080
right? Exactly.

90
00:02:34,080 --> 00:02:35,280
Because I think when you're dealing with

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limited perception like this flashlight,

92
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sound is going to be a huge part of

93
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that. You hear something scary or

94
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creaking. You don't know if it's good or

95
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bad. It might be a door. It might be a

96
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monster. Who knows what? But I think,

97
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you know, the sound is going to be just

98
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as important as the visuals for a game

99
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like this.

100
00:02:47,760 --> 00:02:49,120
Oh, yeah. Definitely. Especially when

101
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you're running around in the dark like

102
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Exactly. And that's, you know, one of

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your primary senses now.

104
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So, yeah, for this puzzle specifically,

105
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uh, you're supposed to like go up and

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these like boxes will fall upward and

107
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then you have to like race to finish the

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other side before they fall back down.

109
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Okay.

110
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Um, so that would be a huge part where

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sound is going to be like a

112
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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

118
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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.

121
00:03:18,800 --> 00:03:20,879
Sure. Okay.

122
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Um, yeah. So, that's like it's a pretty

123
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short demo.

124
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Okay.

125
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Um, so if you want to play

126
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What was the inspiration for this? Uh,

127
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yeah. Move it around. Oh, I just moved

128
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gravity way over there. Oh, I killed

129
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myself. So, that's how you change

130
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gravity, right?

131
00:03:34,080 --> 00:03:36,239
Yeah. So, Wazda is supposed to move.

132
00:03:36,239 --> 00:03:37,599
Oh, gotcha. Okay.

133
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So, I I love games like Limbo and Inside

134
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I forgot that I can go that way.

135
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Oh jeez,

136
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this is actually kind of fun. Failing

137
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good.

138
00:03:49,360 --> 00:03:50,080
That's excellent.

139
00:03:50,080 --> 00:03:51,760
No, I think that's actually for me one

140
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of the important parts is not just uh

141
00:03:54,159 --> 00:03:56,000
that I'm failing, but it's presented in

142
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a humorous way. I think humor is like

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one of the

144
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like really superpowers that game

145
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designers have at their disposal. They

146
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don't always use. Uh a lot of times

147
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people will be looking for extremely

148
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elaborate technical solutions

149
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to something uh where in fact just a

150
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little bit of humor can solve it.

151
00:04:10,799 --> 00:04:12,400
There was a door there, right? Or maybe

152
00:04:12,400 --> 00:04:14,879
not. So, if I change gravity,

153
00:04:14,879 --> 00:04:16,079
if you can make it to the other side,

154
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there's a door.

155
00:04:16,799 --> 00:04:18,239
Oh, I see. Okay.

156
00:04:18,239 --> 00:04:22,000
You will. Those boxes are deadly.

157
00:04:22,000 --> 00:04:23,199
I really do like the look of the world.

158
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I notice there's almost like a raster

159
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scan quality to the graphics here. Is

160
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that on purpose?

161
00:04:27,120 --> 00:04:29,919
Yes. So, that is a a post uh processing

162
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effect.

163
00:04:30,479 --> 00:04:30,960
Yeah.

164
00:04:30,960 --> 00:04:32,960
Um, so the idea is, and this will kind

165
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of unfold in the story, that you're

166
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being like watched by somebody.

167
00:04:35,919 --> 00:04:36,240
Okay.

168
00:04:36,240 --> 00:04:38,320
So, I wanted to do an effect that was

169
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sort of subtle, like maybe you didn't

170
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notice it at first, right? And uh the

171
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story would kind of give you meaning to

172
00:04:43,040 --> 00:04:43,759
it later.

173
00:04:43,759 --> 00:04:46,560
All right. And uh so one of your primary

174
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mechanics here is changing gravity, the

175
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orientation of gravity.

176
00:04:49,600 --> 00:04:51,280
Um which seems like a pretty rich thing

177
00:04:51,280 --> 00:04:53,199
to explore. How much have you tried

178
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different level designs against that?

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00:04:55,360 --> 00:04:57,040
I mean, do you have like a level editor

180
00:04:57,040 --> 00:04:58,400
right now for this?

181
00:04:58,400 --> 00:05:01,040
Um so yeah, the system is set up so I

182
00:05:01,040 --> 00:05:02,639
can pretty easily build things out,

183
00:05:02,639 --> 00:05:02,960
right?

184
00:05:02,960 --> 00:05:04,800
And that's where I've just gotten. So,

185
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I've just gotten to the point where like

186
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the vertical slice is complete.

187
00:05:07,360 --> 00:05:08,479
Because it kind of feels like you have a

188
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fairly open-ended design space now of

189
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how to play with that mechanic of

190
00:05:11,120 --> 00:05:12,240
changing gravity. Exactly.

191
00:05:12,240 --> 00:05:13,520
And now, as a designer, what you want to

192
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be doing is trying a lot of different

193
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level designs, just experimenting to

194
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find out which ones really work with

195
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that, which ones don't.

196
00:05:19,759 --> 00:05:20,720
That's going to be a lot of learning on

197
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your part, right? You know, and then

198
00:05:22,479 --> 00:05:23,840
kind of leaning into the ones that work

199
00:05:23,840 --> 00:05:25,680
well. So, you're really maximizing that

200
00:05:25,680 --> 00:05:27,120
dynamic, the game mechanic.

201
00:05:27,120 --> 00:05:29,280
Yeah. I you know I think that and the

202
00:05:29,280 --> 00:05:31,360
sound design feel like to me the two

203
00:05:31,360 --> 00:05:32,880
areas you should really be focusing on

204
00:05:32,880 --> 00:05:35,120
right now as a designer. Have you put

205
00:05:35,120 --> 00:05:36,560
this in front of other people?

206
00:05:36,560 --> 00:05:37,039
Yes.

207
00:05:37,039 --> 00:05:37,440
All right.

208
00:05:37,440 --> 00:05:37,919
Yes.

209
00:05:37,919 --> 00:05:40,479
And uh what is the most typical

210
00:05:40,479 --> 00:05:42,479
confusing thing at first for a new

211
00:05:42,479 --> 00:05:43,360
player?

212
00:05:43,360 --> 00:05:46,720
Um so in my initial play test I think I

213
00:05:46,720 --> 00:05:48,639
had puzzles that were probably more

214
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complicated than a game like this needed

215
00:05:50,240 --> 00:05:50,720
to be.

216
00:05:50,720 --> 00:05:51,039
Okay.

217
00:05:51,039 --> 00:05:52,960
So it was a lot of like struggle to get

218
00:05:52,960 --> 00:05:56,240
through those uh mechanic wise. Like I

219
00:05:56,240 --> 00:05:58,479
haven't found people being frustrated

220
00:05:58,479 --> 00:06:00,400
with the gravity and stuff. So,

221
00:06:00,400 --> 00:06:02,160
and is this basically kind of a puzzle

222
00:06:02,160 --> 00:06:03,680
game where there's one solution? You

223
00:06:03,680 --> 00:06:05,199
have to, you know, unlock that door,

224
00:06:05,199 --> 00:06:06,560
unlock that door. Kind of a gated

225
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experience,

226
00:06:07,680 --> 00:06:09,199
right? And that's something I kind of

227
00:06:09,199 --> 00:06:13,039
have to test out still because

228
00:06:13,039 --> 00:06:14,400
part of the mechanic is you can jump

229
00:06:14,400 --> 00:06:16,080
around to any part of the ship, right,

230
00:06:16,080 --> 00:06:17,919
once you find these like checkpoints.

231
00:06:17,919 --> 00:06:19,360
So, theoretically, you could run through

232
00:06:19,360 --> 00:06:21,440
a puzzle backwards, all right? And so it

233
00:06:21,440 --> 00:06:24,240
still has to be like solvable or right

234
00:06:24,240 --> 00:06:25,280
to to get back.

235
00:06:25,280 --> 00:06:26,800
Right. That makes the design thing a

236
00:06:26,800 --> 00:06:28,160
little bit more tricky.

237
00:06:28,160 --> 00:06:29,280
Right. Exactly.

238
00:06:29,280 --> 00:06:32,560
Um and what just in your overall vision

239
00:06:32,560 --> 00:06:34,319
of this as a product, how long do you

240
00:06:34,319 --> 00:06:35,440
think an average player is going to

241
00:06:35,440 --> 00:06:37,360
spend playing this all the way through?

242
00:06:37,360 --> 00:06:39,440
Um I'm aiming for about three hours. So

243
00:06:39,440 --> 00:06:41,199
three hours experience. Yeah.

244
00:06:41,199 --> 00:06:42,800
Well, that's fairly long though. I mean,

245
00:06:42,800 --> 00:06:44,400
for this kind of puzzle game.

246
00:06:44,400 --> 00:06:46,160
Okay. you know, uh, do you have a sense

247
00:06:46,160 --> 00:06:48,560
of how many levels or how big of a space

248
00:06:48,560 --> 00:06:49,919
you're going to have to build out

249
00:06:49,919 --> 00:06:51,520
for it to be a three-hour experience?

250
00:06:51,520 --> 00:06:53,680
So, how I've been thinking about it is I

251
00:06:53,680 --> 00:06:55,520
broke it down by each of the upgrades

252
00:06:55,520 --> 00:06:56,319
that you're getting.

253
00:06:56,319 --> 00:06:56,800
All right.

254
00:06:56,800 --> 00:06:59,120
And based on the upgrade, I was my

255
00:06:59,120 --> 00:07:00,880
thought is like, okay, well, how cool is

256
00:07:00,880 --> 00:07:02,400
this upgrade and how much time do I

257
00:07:02,400 --> 00:07:03,599
really want to make the player,

258
00:07:03,599 --> 00:07:05,039
right, like to earn it, right?

259
00:07:05,039 --> 00:07:06,080
Tell me what happens when you get these

260
00:07:06,080 --> 00:07:07,840
upgrades. What do they do? They actually

261
00:07:07,840 --> 00:07:09,120
change your abilities in the game like

262
00:07:09,120 --> 00:07:10,160
you're talking about getting a better

263
00:07:10,160 --> 00:07:11,840
flashlight and stuff like that. Uh they

264
00:07:11,840 --> 00:07:13,840
will change your abilities like uh the

265
00:07:13,840 --> 00:07:15,360
gravity ability itself is something that

266
00:07:15,360 --> 00:07:16,160
you will unlock.

267
00:07:16,160 --> 00:07:18,160
Oh, I see. Okay. So the as you move

268
00:07:18,160 --> 00:07:19,759
forward through this ship, you get to

269
00:07:19,759 --> 00:07:20,880
places where you have to have these

270
00:07:20,880 --> 00:07:23,199
upgrades to complete the level. Exactly.

271
00:07:23,199 --> 00:07:23,599
Okay.

272
00:07:23,599 --> 00:07:24,000
Yeah.

273
00:07:24,000 --> 00:07:25,680
And is it always going to be basically

274
00:07:25,680 --> 00:07:27,680
kind of a linear I need this, then I

275
00:07:27,680 --> 00:07:30,000
open B, then I need that, then I open C.

276
00:07:30,000 --> 00:07:31,759
Or is there some combinations that can

277
00:07:31,759 --> 00:07:33,280
give you shortcuts or different paths

278
00:07:33,280 --> 00:07:34,240
through there?

279
00:07:34,240 --> 00:07:35,440
Because that would make it a much more

280
00:07:35,440 --> 00:07:37,199
replayable game, right? And that's kind

281
00:07:37,199 --> 00:07:38,639
of a big question between how much time

282
00:07:38,639 --> 00:07:41,280
do you want to spend opening more player

283
00:07:41,280 --> 00:07:43,680
opportunities in this versus having it

284
00:07:43,680 --> 00:07:45,199
be replayable, you know, and I'm not

285
00:07:45,199 --> 00:07:46,400
sure if this is something you intend a

286
00:07:46,400 --> 00:07:47,599
player just to sit down, play for three

287
00:07:47,599 --> 00:07:49,520
hours, and then put away. That was fun.

288
00:07:49,520 --> 00:07:51,039
Or if it's something, you know, where

289
00:07:51,039 --> 00:07:52,400
you want them you're going back and

290
00:07:52,400 --> 00:07:53,919
trying again, you know, and some of the

291
00:07:53,919 --> 00:07:55,360
Mario games if you collect all the coins

292
00:07:55,360 --> 00:07:56,960
on a level, you know, you get other

293
00:07:56,960 --> 00:07:59,120
things unlocked, you know. So that's

294
00:07:59,120 --> 00:08:00,240
something you can think of down the

295
00:08:00,240 --> 00:08:01,280
road. You don't have to think of right

296
00:08:01,280 --> 00:08:03,280
now, but in terms of the overall player

297
00:08:03,280 --> 00:08:04,319
experience, I think you should be

298
00:08:04,319 --> 00:08:06,400
thinking about. I have thought about at

299
00:08:06,400 --> 00:08:08,160
least in the sense I do like the idea of

300
00:08:08,160 --> 00:08:10,720
them like strategizing because when you

301
00:08:10,720 --> 00:08:12,560
look at the map you can see where like

302
00:08:12,560 --> 00:08:14,319
the scrap is that you need to collect

303
00:08:14,319 --> 00:08:15,680
right so you can

304
00:08:15,680 --> 00:08:17,759
like know that okay well this part of

305
00:08:17,759 --> 00:08:19,199
the ship I'm being blocked because I

306
00:08:19,199 --> 00:08:20,960
can't do this ability and there's all

307
00:08:20,960 --> 00:08:22,879
that scrap there and then maybe this

308
00:08:22,879 --> 00:08:24,479
part of the ship is also locked and

309
00:08:24,479 --> 00:08:26,160
there's all this scrap so they have to

310
00:08:26,160 --> 00:08:28,080
judge like what is the the best thing

311
00:08:28,080 --> 00:08:30,240
for do for them to do at that moment.

312
00:08:30,240 --> 00:08:33,360
Yeah. Yeah. Huh. Interesting idea. You

313
00:08:33,360 --> 00:08:35,440
know, I think that And just one last

314
00:08:35,440 --> 00:08:37,440
question. Is the gravity thing like your

315
00:08:37,440 --> 00:08:39,039
primary game dynamic? Is that really

316
00:08:39,039 --> 00:08:40,880
what you think distinguishes this game

317
00:08:40,880 --> 00:08:42,880
versus other games like this?

318
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

320
00:08:46,320 --> 00:08:48,000
some backstory, but that's, you know,

321
00:08:48,000 --> 00:08:49,200
the backstory that everybody's going to

322
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

324
00:08:53,279 --> 00:08:55,519
in this that I'm not seeing right now.

325
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

328
00:08:58,800 --> 00:09:00,160
going to have to explore that space as a

329
00:09:00,160 --> 00:09:02,000
designer, you know, and whatever you're

330
00:09:02,000 --> 00:09:03,920
using for a level editor, you want to

331
00:09:03,920 --> 00:09:05,839
make as, you know, kind of seamless and

332
00:09:05,839 --> 00:09:07,760
easy to use as possible. Even if it's

333
00:09:07,760 --> 00:09:08,959
just a prototype, you don't have the

334
00:09:08,959 --> 00:09:10,080
full rendering of the character. If you

335
00:09:10,080 --> 00:09:12,240
have like a little toy prototype of

336
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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
00:09:18,880 --> 00:09:20,720
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
00:09:22,080 --> 00:09:22,399
thought.

343
00:09:22,399 --> 00:09:24,720
Sure. But uh and just the very last

344
00:09:24,720 --> 00:09:26,720
thing is, you know, I think that I would

345
00:09:26,720 --> 00:09:28,480
refine your pitch a little bit more and

346
00:09:28,480 --> 00:09:31,120
don't start with it's a sidescroller.

347
00:09:31,120 --> 00:09:32,160
You know, start with something like it's

348
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a game about gravity,

349
00:09:33,360 --> 00:09:34,480
you know, or something like that that

350
00:09:34,480 --> 00:09:35,680
right off the bat it's like, oh, okay,

351
00:09:35,680 --> 00:09:36,800
gravity. It sounds kind of cool and

352
00:09:36,800 --> 00:09:38,160
interesting. Uh and you know,

353
00:09:38,160 --> 00:09:39,279
eventually, in fact, it's not

354
00:09:39,279 --> 00:09:40,399
necessarily a sidescroller because

355
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you're going up and down and you know,

356
00:09:41,760 --> 00:09:44,320
all different directions, but uh it's a

357
00:09:44,320 --> 00:09:46,160
cool idea. I love the uh the visuals on

358
00:09:46,160 --> 00:09:46,959
it right now.

359
00:09:46,959 --> 00:09:50,560
Thank you. Thank you.

1
00:00:10,240 --> 00:00:11,840
As we get further down the development

2
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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

5
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subset of that is what you should do for

6
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the player. Scoping really is going to

7
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come down to what is the right sweet

8
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spot for complexity and interest. And so

9
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you're trying to find that sweet spot

10
00:00:30,000 --> 00:00:31,679
with scoping. And prototyping is one of

11
00:00:31,679 --> 00:00:34,320
your tools for discovering that. For

12
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spore, we did 50 or 60 prototypes of

13
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different areas of science that we might

14
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have included in Spore. And again, you

15
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know, most of them were not included.

16
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You know, after playing with the

17
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prototypes, we decided either, you know,

18
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didn't really fit in with the overall

19
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concept or that system as a little toy

20
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just wasn't a very fun toy to play with.

21
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But the ones that were fun to play with,

22
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we figured out, okay, which one of these

23
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can we now, you know, put together and

24
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build into a larger experience. And then

25
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eventually they turn into gameplay

26
00:00:58,480 --> 00:00:59,920
prototypes, you know, where actually

27
00:00:59,920 --> 00:01:03,640
there is a game there.

28
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A lot of the prototypes uh that we

29
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developed for Spore had a scripting

30
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language and in fact I could take the

31
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same little codebase I as a designer

32
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could go in and change the scripting of

33
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it and change the rules within the

34
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simple prototype. Uh, and so I in fact

35
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was doing a lot of the programming on

36
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these prototypes to explore different

37
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rule sets. And in fact, I was able to

38
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recreate like very simple versions of

39
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Sim City and a few other games within

40
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these four prototypes. Some of them were

41
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using very interesting kind of systems

42
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and topologies. Some were network based,

43
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others were kind of grid cellular

44
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automata based. And the fact that as a

45
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designer, I could very quickly go in and

46
00:01:45,360 --> 00:01:46,960
script over one evening. I could try

47
00:01:46,960 --> 00:01:48,399
five or six different rule sets, play

48
00:01:48,399 --> 00:01:50,320
with them for a while, gravitate toward

49
00:01:50,320 --> 00:01:52,560
an area. Once I got roughly in some area

50
00:01:52,560 --> 00:01:54,240
I liked, I could take it back to the

51
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programmer and say, "Now build me a

52
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better version of this." Uh, or maybe

53
00:01:57,920 --> 00:01:59,280
had some limitation. I wanted to add a

54
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little couple more commands to the

55
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scripting language. But in fact, I was

56
00:02:02,000 --> 00:02:03,920
doing some of the programming on the,

57
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you know, the last half of the

58
00:02:04,960 --> 00:02:06,240
prototype. The programmer would give me

59
00:02:06,240 --> 00:02:08,399
like a little scripting engine and

60
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codebase that I could script and change

61
00:02:10,479 --> 00:02:13,120
the rules on. So again, it very rapidly

62
00:02:13,120 --> 00:02:14,560
allowed me as a designer to explore

63
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different rule sets.

64
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A lot of times, you know, I would work

65
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with design teams and, you know, every

66
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week there would be kind of a triage

67
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session and we would kind of say, okay,

68
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what are the biggest risks of this

69
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project? You know, they could be

70
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technological risks, they could be

71
00:02:35,040 --> 00:02:37,440
design risks, they could be production

72
00:02:37,440 --> 00:02:40,080
risks. Um, and then we step back and

73
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say, okay, how do we mitigate that most

74
00:02:41,680 --> 00:02:43,760
effectively? Uh, you know, sometimes

75
00:02:43,760 --> 00:02:45,040
it's technological risk. Can we actually

76
00:02:45,040 --> 00:02:46,400
build this? Let's build a prototype and

77
00:02:46,400 --> 00:02:48,319
see if it's a design risk. Let's see if

78
00:02:48,319 --> 00:02:49,519
we can find some, you know, build a

79
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prototype or find some other game that

80
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shows us this will be fun. Uh, can the

81
00:02:54,000 --> 00:02:55,440
production team, you know, manage these

82
00:02:55,440 --> 00:02:57,920
assets in time, whatever it is. And

83
00:02:57,920 --> 00:02:59,519
hopefully, you know, every week we're

84
00:02:59,519 --> 00:03:00,800
trying to basically attack the top

85
00:03:00,800 --> 00:03:02,800
things on that list to where they get

86
00:03:02,800 --> 00:03:04,319
lower on the list. Now, something else

87
00:03:04,319 --> 00:03:06,640
becomes the top design risk. So, I think

88
00:03:06,640 --> 00:03:08,560
that as you're going through iteration,

89
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you know, it's continually that process

90
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of attacking the highest risk items. One

91
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of the typical aspects of risk in this

92
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kind of development is that the longer

93
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you uh delay it uh the more expensive it

94
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is. Okay, if I can mitigate that risk

95
00:03:23,599 --> 00:03:25,519
this month, it's going to cost me, you

96
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know, $10. If I wait 3 months to

97
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mitigate it, it's going to cost me $100

98
00:03:29,360 --> 00:03:30,799
because all these other things now have

99
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to change around it. So, you know,

100
00:03:32,959 --> 00:03:34,560
again, this is about efficiency. you

101
00:03:34,560 --> 00:03:36,799
know, how efficiently can I prune that

102
00:03:36,799 --> 00:03:38,640
design tree? You know, and I want every

103
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pruning of every branch to be as

104
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expedient as as efficient as possible.

105
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And a lot of times you really want to

106
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put it off. You really want to say, "Oh,

107
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I know it's going to work. I know it's

108
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going to work." But if you can mitigate

109
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it early, it gives you more confidence

110
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later on that you're on the right path.

111
00:04:01,200 --> 00:04:02,879
There's so many times when you you're

112
00:04:02,879 --> 00:04:04,560
developing something and it gets to some

113
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point where it's really starting to

114
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coales and starting to feel pretty good.

115
00:04:08,159 --> 00:04:10,640
Uh but it feels that no matter where you

116
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push it from that direction, it gets

117
00:04:12,000 --> 00:04:13,519
worse. You know, this is you being stuck

118
00:04:13,519 --> 00:04:16,079
on a local maxima. And at that point,

119
00:04:16,079 --> 00:04:17,440
it's it can be kind of apparent

120
00:04:17,440 --> 00:04:19,359
intellectually to you that what you

121
00:04:19,359 --> 00:04:21,199
really need to do is, you know, again,

122
00:04:21,199 --> 00:04:22,800
rip this thing out, add that thing, do

123
00:04:22,800 --> 00:04:25,840
some major change to it. And you feel

124
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like it's going to go here. you're not

125
00:04:27,199 --> 00:04:28,320
sure, but you you you're pretty sure,

126
00:04:28,320 --> 00:04:29,600
but you know that you're stuck here on

127
00:04:29,600 --> 00:04:32,240
this peak. And that's a very hard thing

128
00:04:32,240 --> 00:04:34,000
for you to kind of actually take that

129
00:04:34,000 --> 00:04:37,520
hit and try it. And you know, maybe when

130
00:04:37,520 --> 00:04:40,000
you do that, it's now worse. But with a

131
00:04:40,000 --> 00:04:41,040
little bit of iteration around there,

132
00:04:41,040 --> 00:04:42,560
you find that in fact, you are on a

133
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taller slope. But that's a very kind of

134
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stressful kind of process to go through,

135
00:04:47,520 --> 00:04:49,280
especially with a team who's invested a

136
00:04:49,280 --> 00:04:51,360
lot of time and effort to get you here.

137
00:04:51,360 --> 00:04:53,040
Now, really, you always do have the

138
00:04:53,040 --> 00:04:54,560
opportunity to kind of fall back. If

139
00:04:54,560 --> 00:04:56,080
this is a total failure over here, come

140
00:04:56,080 --> 00:04:57,120
back to this thing and try a different

141
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direction. But that's incredibly

142
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expensive. In my experience, all the

143
00:05:00,639 --> 00:05:02,080
very best games and all the games I

144
00:05:02,080 --> 00:05:03,680
worked on that ended up, you know, as

145
00:05:03,680 --> 00:05:05,440
hits were things where we went through

146
00:05:05,440 --> 00:05:07,360
that several times, you know, where we

147
00:05:07,360 --> 00:05:08,479
really had to kind of take this hit and

148
00:05:08,479 --> 00:05:09,840
say, "Okay, look, we're going to have to

149
00:05:09,840 --> 00:05:11,280
do something pretty radically different

150
00:05:11,280 --> 00:05:13,280
here." And I think it'll get us onto a

151
00:05:13,280 --> 00:05:15,199
taller slope. And in most cases, it did.

152
00:05:15,199 --> 00:05:16,479
A few cases it didn't, and we had to

153
00:05:16,479 --> 00:05:18,639
kind of go back and do it twice. But,

154
00:05:18,639 --> 00:05:19,840
uh, it's almost like you're kind of

155
00:05:19,840 --> 00:05:21,680
dropping little paratroopers in to do

156
00:05:21,680 --> 00:05:23,759
recon. Uh each one of these is very

157
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expensive, but you know, if they land on

158
00:05:25,120 --> 00:05:26,639
a slope, they can now tell you, oh, it's

159
00:05:26,639 --> 00:05:29,199
a good slope or a bad slope. Uh but I

160
00:05:29,199 --> 00:05:30,479
think, you know, that's really the

161
00:05:30,479 --> 00:05:32,240
difference between making a really good

162
00:05:32,240 --> 00:05:37,160
kind of mediocre game and a hit

163
00:05:42,000 --> 00:05:44,240
tuning can be very very challenging. Um

164
00:05:44,240 --> 00:05:45,759
and in fact, you know, it's really more

165
00:05:45,759 --> 00:05:49,199
a process of discovery. uh and what I

166
00:05:49,199 --> 00:05:50,479
was doing for a lot of the things like

167
00:05:50,479 --> 00:05:52,080
for Sim City I would actually build test

168
00:05:52,080 --> 00:05:53,919
patterns. I would say I would expect

169
00:05:53,919 --> 00:05:55,919
with this you know pattern of roads or

170
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buildings I would expect to see this

171
00:05:57,360 --> 00:05:59,039
result on the traffic layer in my head

172
00:05:59,039 --> 00:06:00,000
and I would actually draw these out.

173
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This is kind of what I would expect and

174
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then I would run the model and it would

175
00:06:02,960 --> 00:06:04,880
be nothing like that. And it wasn't

176
00:06:04,880 --> 00:06:06,639
apparent to me how I would change it to

177
00:06:06,639 --> 00:06:08,800
make it like that. But instead what I

178
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found was I had to make it easy to just

179
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explore that space change the rules very

180
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rapidly very quickly and look at the

181
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result to zero in on the right rule set

182
00:06:18,240 --> 00:06:20,000
and again because it's an emergent

183
00:06:20,000 --> 00:06:22,400
system there's no really predictive way

184
00:06:22,400 --> 00:06:24,560
to know which way to go it's more like

185
00:06:24,560 --> 00:06:26,319
you have to learn to explore this space

186
00:06:26,319 --> 00:06:28,560
very very rapidly and in more just kind

187
00:06:28,560 --> 00:06:31,520
of typical parametric tuning uh Sidmer

188
00:06:31,520 --> 00:06:32,880
had actually a really good rule of thumb

189
00:06:32,880 --> 00:06:34,720
which is that uh whenever you're tuning

190
00:06:34,720 --> 00:06:36,960
a variable in a game don't move it by

191
00:06:36,960 --> 00:06:39,840
10% % 20% double it or half it, you

192
00:06:39,840 --> 00:06:42,319
know, initially and usually it's going

193
00:06:42,319 --> 00:06:44,240
to be way off. So you double it or half

194
00:06:44,240 --> 00:06:45,360
it, you know, whichever direction you

195
00:06:45,360 --> 00:06:47,280
need to go until you're in the region,

196
00:06:47,280 --> 00:06:48,479
then you can do the tuning, you know,

197
00:06:48,479 --> 00:06:50,240
but really you're probably way off to

198
00:06:50,240 --> 00:06:52,000
begin with on almost everything. And

199
00:06:52,000 --> 00:06:53,520
don't be afraid once you have it running

200
00:06:53,520 --> 00:06:55,199
to try it. Just, you know, just for the

201
00:06:55,199 --> 00:06:57,039
hell of it, try doubling some value and

202
00:06:57,039 --> 00:06:59,039
see maybe this result might surprise

203
00:06:59,039 --> 00:07:00,319
you. It might not be something you were

204
00:07:00,319 --> 00:07:01,360
looking for, but it might be something

205
00:07:01,360 --> 00:07:06,039
very cool that you discover that way.

206
00:07:10,639 --> 00:07:13,199
Most of the prototypes that uh we've

207
00:07:13,199 --> 00:07:14,479
created, you know, for the games I

208
00:07:14,479 --> 00:07:16,880
worked on were failures, which is good,

209
00:07:16,880 --> 00:07:17,919
you know, because again, they're helping

210
00:07:17,919 --> 00:07:19,520
us prone design branches. Do we want to

211
00:07:19,520 --> 00:07:20,880
go that way? No. Do we want to go that

212
00:07:20,880 --> 00:07:22,800
way? No. You know, if you actually look,

213
00:07:22,800 --> 00:07:24,000
you know, once I've taken this

214
00:07:24,000 --> 00:07:26,720
branching, you know, decision tree all

215
00:07:26,720 --> 00:07:29,120
the way down, most of the branches are

216
00:07:29,120 --> 00:07:30,400
going to be pruned. They're failures.

217
00:07:30,400 --> 00:07:31,680
You know, we don't want to go that way.

218
00:07:31,680 --> 00:07:33,440
We did some really cool prototypes for

219
00:07:33,440 --> 00:07:37,360
SPORE of the galactic dynamics. Uh the

220
00:07:37,360 --> 00:07:39,520
balance between interstellar matter and

221
00:07:39,520 --> 00:07:43,120
stars which I can spend quite a while

222
00:07:43,120 --> 00:07:44,319
talking about it but is a very cool

223
00:07:44,319 --> 00:07:46,479
dynamic of the way stars are formed. The

224
00:07:46,479 --> 00:07:48,319
gas cools it coaleses again into

225
00:07:48,319 --> 00:07:50,800
molecular clouds and starts more star

226
00:07:50,800 --> 00:07:52,400
formation which propagates a wave around

227
00:07:52,400 --> 00:07:55,520
the galaxy. Very very cool dynamics. But

228
00:07:55,520 --> 00:07:57,199
uh as we started scoping the rest of the

229
00:07:57,199 --> 00:07:58,560
game, we realized this really just had

230
00:07:58,560 --> 00:08:00,560
no part in the context of the rest of

231
00:08:00,560 --> 00:08:02,240
the game, you know, with the kind of

232
00:08:02,240 --> 00:08:03,520
point of view the player had and the

233
00:08:03,520 --> 00:08:05,759
tools and all that. So that was it would

234
00:08:05,759 --> 00:08:07,759
have been a very cool part of sport. In

235
00:08:07,759 --> 00:08:08,879
fact, would have been a very cool part

236
00:08:08,879 --> 00:08:10,160
of a different game, not Spore. And

237
00:08:10,160 --> 00:08:11,680
that's what we determined. That's a cool

238
00:08:11,680 --> 00:08:13,599
game, but it's not Spore. It's really

239
00:08:13,599 --> 00:08:15,440
hard when you've invested a lot of time

240
00:08:15,440 --> 00:08:17,759
and effort into you know one of your

241
00:08:17,759 --> 00:08:19,759
just you know kind of passionate

242
00:08:19,759 --> 00:08:22,960
features or components and you know

243
00:08:22,960 --> 00:08:24,319
either through prototyping testing

244
00:08:24,319 --> 00:08:26,720
whatever it just doesn't have a place in

245
00:08:26,720 --> 00:08:29,039
your eventual design emotionally I think

246
00:08:29,039 --> 00:08:30,080
you need to kind of step back and

247
00:08:30,080 --> 00:08:31,680
designer and say okay you know am I

248
00:08:31,680 --> 00:08:33,680
designing something that you know for

249
00:08:33,680 --> 00:08:36,159
myself aesthetically or something that I

250
00:08:36,159 --> 00:08:37,680
really want to impact a large number of

251
00:08:37,680 --> 00:08:41,599
people uh other times you know it'll

252
00:08:41,599 --> 00:08:43,120
really surprise you the very First game

253
00:08:43,120 --> 00:08:45,760
I did involved flying this little

254
00:08:45,760 --> 00:08:47,600
helicopter around this world and bombing

255
00:08:47,600 --> 00:08:50,240
things. Uh, one of the things I built as

256
00:08:50,240 --> 00:08:52,080
part of that was this thing where I

257
00:08:52,080 --> 00:08:53,200
could scroll around and create the

258
00:08:53,200 --> 00:08:56,080
world, you know, to bomb, you know, and

259
00:08:56,080 --> 00:08:57,440
that thing which was originally going to

260
00:08:57,440 --> 00:08:59,120
be a throwaway. This is the editor I

261
00:08:59,120 --> 00:09:02,480
built for bombing the world. Uh, later I

262
00:09:02,480 --> 00:09:03,920
was so into that I had so much fun

263
00:09:03,920 --> 00:09:05,360
playing with that little world builder.

264
00:09:05,360 --> 00:09:08,560
I took that it turned into Sim City. So

265
00:09:08,560 --> 00:09:09,680
what would have been a throwaway

266
00:09:09,680 --> 00:09:11,440
prototype actually evolved into my first

267
00:09:11,440 --> 00:09:14,320
big hit. So sometimes if that thing that

268
00:09:14,320 --> 00:09:15,680
you really passionately care about

269
00:09:15,680 --> 00:09:17,440
doesn't have a place in your design,

270
00:09:17,440 --> 00:09:18,640
that doesn't mean it doesn't have a

271
00:09:18,640 --> 00:09:20,560
place somewhere else in some other

272
00:09:20,560 --> 00:09:22,320
design. It might be that's going to be

273
00:09:22,320 --> 00:09:23,920
you know the thing that you eventually

274
00:09:23,920 --> 00:09:25,680
turn into what it should have been or

275
00:09:25,680 --> 00:09:27,279
maybe even you jump ship and you go with

276
00:09:27,279 --> 00:09:28,800
that instead and throw away your

277
00:09:28,800 --> 00:09:30,880
original idea. I mean there's no hard

278
00:09:30,880 --> 00:09:32,880
and fast rule for this and you know

279
00:09:32,880 --> 00:09:34,560
again that's a lot of times very hard

280
00:09:34,560 --> 00:09:36,320
emotionally when you've invested that

281
00:09:36,320 --> 00:09:38,399
much in a certain direction to throw it

282
00:09:38,399 --> 00:09:41,760
away but uh that's something that's you

283
00:09:41,760 --> 00:09:43,440
know I think every field you need to

284
00:09:43,440 --> 00:09:45,760
kind of learn when to uh fail and

285
00:09:45,760 --> 00:09:47,360
recognize that failure and some

286
00:09:47,360 --> 00:09:49,440
celebrate it you know don't say oh my

287
00:09:49,440 --> 00:09:51,519
gosh poor me I failed it's more like

288
00:09:51,519 --> 00:09:52,880
okay I failed let's learn from this

289
00:09:52,880 --> 00:09:54,399
let's you know kind of make it a

290
00:09:54,399 --> 00:09:57,600
monument you know to learning

291
00:10:03,120 --> 00:10:05,040
any design, you know, at some point

292
00:10:05,040 --> 00:10:07,200
you're going to have to finish it,

293
00:10:07,200 --> 00:10:08,399
finish building it. You know, you have

294
00:10:08,399 --> 00:10:11,440
to scope your design. Uh it's important

295
00:10:11,440 --> 00:10:14,160
to kind of not overreach, but at the

296
00:10:14,160 --> 00:10:15,200
same time, you don't want to make it too

297
00:10:15,200 --> 00:10:16,800
simple. you want to do achieve something

298
00:10:16,800 --> 00:10:20,000
kind of cool, but uh you know it's

299
00:10:20,000 --> 00:10:21,440
really kind of a sweet spot of

300
00:10:21,440 --> 00:10:23,760
diminishing returns in some sense, but

301
00:10:23,760 --> 00:10:26,320
also it's surprising how the simplest

302
00:10:26,320 --> 00:10:28,160
little things in a game sometimes can be

303
00:10:28,160 --> 00:10:29,519
the biggest features that people just

304
00:10:29,519 --> 00:10:32,079
love that you spent no time at all. And

305
00:10:32,079 --> 00:10:34,000
a lot of times you'll spend all this

306
00:10:34,000 --> 00:10:35,279
time and effort on some elaborate thing

307
00:10:35,279 --> 00:10:37,200
that you you think will be cool and it

308
00:10:37,200 --> 00:10:39,680
turns out to just fall flat. Uh if you

309
00:10:39,680 --> 00:10:41,040
can discover that in prototyping early

310
00:10:41,040 --> 00:10:43,600
on, that's the best way to deal with it.

311
00:10:43,600 --> 00:10:46,160
But overall in terms of scope, you know,

312
00:10:46,160 --> 00:10:48,160
I think you want to put the player into

313
00:10:48,160 --> 00:10:50,399
an experience where they have kind of an

314
00:10:50,399 --> 00:10:52,800
understanding of the boundaries to some

315
00:10:52,800 --> 00:10:55,760
degree, you know, and again, it's almost

316
00:10:55,760 --> 00:10:57,600
like you can put uh a kid into any game

317
00:10:57,600 --> 00:10:58,959
and within a few minutes they can kind

318
00:10:58,959 --> 00:11:01,760
of intuit it uh how open-ended that game

319
00:11:01,760 --> 00:11:04,000
is, you know, how much freedom, how much

320
00:11:04,000 --> 00:11:06,399
uh agency they have in that game. You

321
00:11:06,399 --> 00:11:07,680
put a tiger in a cage, first thing he

322
00:11:07,680 --> 00:11:09,200
does is walk around the perimeter to

323
00:11:09,200 --> 00:11:10,720
define his space. You know, how big is

324
00:11:10,720 --> 00:11:14,720
my world? A lot of times people

325
00:11:14,720 --> 00:11:16,640
overengineer things, you know, and

326
00:11:16,640 --> 00:11:17,920
programmers tend to do that. You know,

327
00:11:17,920 --> 00:11:19,279
what if you decide you want this later,

328
00:11:19,279 --> 00:11:20,399
so I'm going to go ahead and put it in

329
00:11:20,399 --> 00:11:22,160
now. And they'll build something twice

330
00:11:22,160 --> 00:11:23,680
as complex as what you actually need for

331
00:11:23,680 --> 00:11:25,519
the game. Uh, and this happens all the

332
00:11:25,519 --> 00:11:26,720
time, especially on the programming

333
00:11:26,720 --> 00:11:30,480
side. Uh, the artists, you know, I think

334
00:11:30,480 --> 00:11:31,920
are a little bit better about that kind

335
00:11:31,920 --> 00:11:33,200
of understanding, okay, here's the

336
00:11:33,200 --> 00:11:34,800
resolution we're working at. Here's the

337
00:11:34,800 --> 00:11:36,399
way the animation is going to behave.

338
00:11:36,399 --> 00:11:37,760
and they're pretty good at like hitting

339
00:11:37,760 --> 00:11:39,920
their mark in terms of the sweet spot,

340
00:11:39,920 --> 00:11:41,600
amount of time and effort and budget

341
00:11:41,600 --> 00:11:43,920
spent on it. I think the designer has to

342
00:11:43,920 --> 00:11:45,839
have some understanding almost as a

343
00:11:45,839 --> 00:11:48,240
psychology of the different components

344
00:11:48,240 --> 00:11:49,920
of your game team. This is the way

345
00:11:49,920 --> 00:11:50,959
programmers think. This is the way

346
00:11:50,959 --> 00:11:52,800
artists think. This is the way the

347
00:11:52,800 --> 00:11:56,240
writers or the sound people think. And

348
00:11:56,240 --> 00:11:59,200
make sure that uh nobody no one side of

349
00:11:59,200 --> 00:12:00,880
that is spinning way too much relative

350
00:12:00,880 --> 00:12:02,720
to the others. So, I think a lot of it

351
00:12:02,720 --> 00:12:05,279
really is more balancing act across the

352
00:12:05,279 --> 00:12:06,320
different components of your game

353
00:12:06,320 --> 00:12:08,160
design. So, players going to come to

354
00:12:08,160 --> 00:12:09,519
your game with a certain expectation as

355
00:12:09,519 --> 00:12:11,120
well. They're going to see, you know,

356
00:12:11,120 --> 00:12:12,480
it's an open-ended game. I expect to be

357
00:12:12,480 --> 00:12:14,399
able to do this, you know, many things.

358
00:12:14,399 --> 00:12:16,079
I expect the world to be this big.

359
00:12:16,079 --> 00:12:17,200
Especially if somebody says, "Oh, I like

360
00:12:17,200 --> 00:12:18,959
your idea. I like your idea." And then

361
00:12:18,959 --> 00:12:20,800
you ask them to describe it back to you

362
00:12:20,800 --> 00:12:22,399
and see which parts of your idea that

363
00:12:22,399 --> 00:12:24,399
they're actually repeating back to you.

364
00:12:24,399 --> 00:12:25,839
And are they adding things to it or

365
00:12:25,839 --> 00:12:29,480
removing stuff from it?

366
00:12:34,320 --> 00:12:35,680
As we're going through this process in

367
00:12:35,680 --> 00:12:38,240
game design, uh, one thing that I found

368
00:12:38,240 --> 00:12:39,600
incredibly useful, and a lot of design

369
00:12:39,600 --> 00:12:41,200
teams do this, is basically a form of

370
00:12:41,200 --> 00:12:44,160
triage. Uh, the designers once they have

371
00:12:44,160 --> 00:12:45,760
some handle around what this game might

372
00:12:45,760 --> 00:12:47,519
be, will come up with a set of features.

373
00:12:47,519 --> 00:12:49,040
It'd be cool if it had this, that, and

374
00:12:49,040 --> 00:12:51,440
the other. Uh, designers will actually

375
00:12:51,440 --> 00:12:53,200
put value judgments. You know, that

376
00:12:53,200 --> 00:12:54,480
would be really cool. That's kind of

377
00:12:54,480 --> 00:12:57,360
cool, that's so so. And so the designers

378
00:12:57,360 --> 00:12:59,040
might go in and give to A, B, and C in

379
00:12:59,040 --> 00:13:00,880
terms of, you know, this is what we

380
00:13:00,880 --> 00:13:02,320
would like to have at the game. Then you

381
00:13:02,320 --> 00:13:03,440
bring it to the engineers and the

382
00:13:03,440 --> 00:13:05,200
engineers will assign a cost to each one

383
00:13:05,200 --> 00:13:06,560
of these things. You know, that's, you

384
00:13:06,560 --> 00:13:08,079
know, a seven, that's a one, that's a

385
00:13:08,079 --> 00:13:09,839
10. That's really hard. And so then you

386
00:13:09,839 --> 00:13:10,639
have to kind of look at the two

387
00:13:10,639 --> 00:13:11,760
together. You have to say, you know, the

388
00:13:11,760 --> 00:13:13,040
designers think that's an A, but the

389
00:13:13,040 --> 00:13:16,000
engineers say it's 10 hard. Uh, you

390
00:13:16,000 --> 00:13:17,120
know, this one, the designers say it's

391
00:13:17,120 --> 00:13:18,880
an A, but the engineers say it's two. So

392
00:13:18,880 --> 00:13:20,240
that's a much better kind of return on

393
00:13:20,240 --> 00:13:21,279
investment, you know. So basically,

394
00:13:21,279 --> 00:13:22,399
you're going for the low hanging fruit

395
00:13:22,399 --> 00:13:24,720
here. And you use this to reorder a list

396
00:13:24,720 --> 00:13:25,680
and say, "Okay, we're going to go for

397
00:13:25,680 --> 00:13:27,120
the things the designers want the most

398
00:13:27,120 --> 00:13:28,800
and the engineers say will cost the

399
00:13:28,800 --> 00:13:30,480
least." And you reorder the list and now

400
00:13:30,480 --> 00:13:32,399
imagine we just had those features. Is

401
00:13:32,399 --> 00:13:33,920
that something, you know, viable?

402
00:13:33,920 --> 00:13:35,920
Probably not. So, we keep going through

403
00:13:35,920 --> 00:13:38,639
this over and over again. And but still,

404
00:13:38,639 --> 00:13:39,920
you know, this might really influence

405
00:13:39,920 --> 00:13:41,200
the order in which we build this because

406
00:13:41,200 --> 00:13:42,639
we could have something playable much

407
00:13:42,639 --> 00:13:44,399
more early, you know, if we pick the

408
00:13:44,399 --> 00:13:45,600
things that are a little bit easier,

409
00:13:45,600 --> 00:13:47,279
faster for the programmers to produce

410
00:13:47,279 --> 00:13:51,560
even as just milestone prototypes.

411
00:13:56,639 --> 00:13:58,399
There have been examples I mean

412
00:13:58,399 --> 00:14:01,519
situations where it was so important to

413
00:14:01,519 --> 00:14:04,000
the designers the cost was almost

414
00:14:04,000 --> 00:14:06,160
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

416
00:14:07,680 --> 00:14:10,240
afford that cost? Uh when we did Spore

417
00:14:10,240 --> 00:14:11,839
we really wanted players to design the

418
00:14:11,839 --> 00:14:13,360
creatures and we wanted to have a wide

419
00:14:13,360 --> 00:14:16,240
variety of possible creatures and we

420
00:14:16,240 --> 00:14:17,600
basically couldn't figure out how to

421
00:14:17,600 --> 00:14:18,800
animate these things because we didn't

422
00:14:18,800 --> 00:14:20,399
know what they were yet. Uh typically

423
00:14:20,399 --> 00:14:21,920
animation is very data driven. You know

424
00:14:21,920 --> 00:14:23,519
the skeleton, you know how it's moving,

425
00:14:23,519 --> 00:14:25,839
has two feet, you know, a head. Um in

426
00:14:25,839 --> 00:14:27,040
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
00:14:28,399 --> 00:14:30,399
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
00:14:32,880 --> 00:14:34,639
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
00:14:41,120 --> 00:14:43,839
path at all. And so we kind of stopped

435
00:14:43,839 --> 00:14:46,000
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
00:14:50,560 --> 00:14:52,000
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
00:14:55,519 --> 00:14:56,639
you know prototypes they had built where

442
00:14:56,639 --> 00:14:58,320
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
00:14:59,279 --> 00:15:01,360
was expensive thing to do we decided to

445
00:15:01,360 --> 00:15:03,440
go down that design path. So that was

446
00:15:03,440 --> 00:15:06,240
one where it was you know basically

447
00:15:06,240 --> 00:15:09,040
imperative you know to have that feature

448
00:15:09,040 --> 00:15:10,480
and we just had to find out if we could

449
00:15:10,480 --> 00:15:12,480
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
00:15:19,760 --> 00:15:20,720
because the way we were doing the

454
00:15:20,720 --> 00:15:22,399
telegraphics, you know, we would had to

455
00:15:22,399 --> 00:15:23,920
go back and really change a lot of the

456
00:15:23,920 --> 00:15:25,440
graphics system to do that. And the

457
00:15:25,440 --> 00:15:27,279
value was very low for that version of

458
00:15:27,279 --> 00:15:28,880
Sim City. We eventually added in later

459
00:15:28,880 --> 00:15:30,639
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
00:15:33,279 --> 00:15:35,360
was really pretty low and the cost was

462
00:15:35,360 --> 00:15:37,279
really high. And it depends also on all

463
00:15:37,279 --> 00:15:38,639
the other features you currently have.

464
00:15:38,639 --> 00:15:39,920
You can't take any one feature in

465
00:15:39,920 --> 00:15:41,199
isolation. you have to say, okay, how

466
00:15:41,199 --> 00:15:42,399
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
00:15:46,720 --> 00:15:48,399
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
00:15:53,600 --> 00:15:55,040
that as a designer, you're always

474
00:15:55,040 --> 00:15:57,279
keeping in mind the entire design, not

475
00:15:57,279 --> 00:16:00,720
just one little set of it.

1
00:00:10,000 --> 00:00:11,280
Inside of each of us, there's a

2
00:00:11,280 --> 00:00:12,960
subconscious.

3
00:00:12,960 --> 00:00:15,120
There's a whole region of who you are

4
00:00:15,120 --> 00:00:16,960
that is in some sense inaccessible to

5
00:00:16,960 --> 00:00:19,840
you, but drives your behavior.

6
00:00:19,840 --> 00:00:21,520
The game I'm working on now, it's called

7
00:00:21,520 --> 00:00:24,880
Proxy. And my core motivation there is

8
00:00:24,880 --> 00:00:26,560
can I build a gameplay experience, an

9
00:00:26,560 --> 00:00:28,800
entertainment experience where the

10
00:00:28,800 --> 00:00:31,519
computer is actively trying to gain a

11
00:00:31,519 --> 00:00:34,399
deeper understanding of the player

12
00:00:34,399 --> 00:00:36,320
primarily through the player's past

13
00:00:36,320 --> 00:00:38,239
experiences through their memories. Can

14
00:00:38,239 --> 00:00:40,320
I kind of interpret the memories of your

15
00:00:40,320 --> 00:00:42,320
life, the most important memories that

16
00:00:42,320 --> 00:00:45,760
made you who you are? And from that come

17
00:00:45,760 --> 00:00:48,320
to some understanding of how you think,

18
00:00:48,320 --> 00:00:49,760
what makes you behave the way you

19
00:00:49,760 --> 00:00:51,280
behave,

20
00:00:51,280 --> 00:00:52,719
why you connect these certain things in

21
00:00:52,719 --> 00:00:53,840
your mind that most people don't

22
00:00:53,840 --> 00:00:55,360
connect,

23
00:00:55,360 --> 00:00:57,360
what drives your interests, you know,

24
00:00:57,360 --> 00:00:59,600
how much can I get a computer to learn

25
00:00:59,600 --> 00:01:01,760
that about you? And then try to build a

26
00:01:01,760 --> 00:01:03,359
representational avatar of your IT, of

27
00:01:03,359 --> 00:01:05,920
your subconscious that you can now

28
00:01:05,920 --> 00:01:08,240
interact with. And as it learns more and

29
00:01:08,240 --> 00:01:10,640
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

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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.

86
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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

155
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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.

166
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Yeah, you know, I had some time. I

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finished a little early. So, I'll throw

168
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in a little fun thing like that.

169
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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.

192
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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

195
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day. I could Okay.

196
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What you're talking about?

197
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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

202
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minutes, I can clearly see that it feels

203
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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

206
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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,

209
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was a very worthwhile prototype for the

210
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amount of time spent. And again, it's

211
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not like we spent a lot of time on this

212
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prototype, but uh it gives us much more

213
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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

216
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faster and more efficiently. Yeah.

217
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Um, we're still basically in an overhead

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world here.

219
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And I think one of the other things

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we're going to want to prototype is

221
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different renderings of the world,

222
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whether we go to 3D isometric.

223
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Yeah.

224
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Uh, where the full camera rotation and

225
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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,

228
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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,

231
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right? Uh,

232
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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

235
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simple objects, basic terrain

236
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generation, and just dragging things

237
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around and see how we like that.

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Uh, if we can do it without the user

239
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getting too involved in the c the camera

240
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manipulation is the key. So perhaps just

241
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lock it to like 90° 45°.

242
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So freeze them from that constraint but

243
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focuses on just where you placing in the

244
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world,

245
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right? But also this landscape, you

246
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know, it's kind of a pneummonic. So as I

247
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get a sense of that landscape, all a

248
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sudden you rotate it looks different to

249
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me. And I, you know, the memory that I

250
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put in the upper right corner is now in

251
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the lower left corner.

252
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And so that's why I'm a little reticent

253
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to go to full 3D or at least constrain

254
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the camera direction, but we could still

255
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kind of tilt it back. I got some pitch

256
00:07:32,400 --> 00:07:32,720
on it.

257
00:07:32,720 --> 00:07:34,560
Okay. So no rotation, just locked

258
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orientation. I got you. and just had

259
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that sort of gradual pitch that

260
00:07:37,440 --> 00:07:38,639
and probably we're definitely going to

261
00:07:38,639 --> 00:07:40,240
want some amount of zoom in. So the zoom

262
00:07:40,240 --> 00:07:41,680
might be relative to the pitch of the

263
00:07:41,680 --> 00:07:43,360
camera. So maybe one of the things we

264
00:07:43,360 --> 00:07:45,520
might want to prototype is a world like

265
00:07:45,520 --> 00:07:47,919
this where I can now, you know, zoom in,

266
00:07:47,919 --> 00:07:49,840
have the camera pitch change with the

267
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zoom, pull back out, get the overhead

268
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map.

269
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Uh then I think we've gone a long way

270
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toward establishing kind of the user

271
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interaction and the look and feel that

272
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we now have to kind of produce, you

273
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know, at a production level. Yeah, I

274
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think those simple restrictions would

275
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help me produce it faster. So that's

276
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idea.

277
00:08:06,400 --> 00:08:07,759
Yeah. Yeah. And again, we don't want to

278
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spend more than a few days a week at the

279
00:08:09,360 --> 00:08:11,039
most on, you know, prototyping that.

280
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Yeah. And if we had that plus this

281
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prototype,

282
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now we're well on our way to kind of

283
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knowing what's happening in that world,

284
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what the affordances are,

285
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how the users, you know, picking the uh

286
00:08:19,440 --> 00:08:21,440
the camera angle and all that stuff.

287
00:08:21,440 --> 00:08:23,280
And, you know, I think it won't take too

288
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many more prototypes like this to get

289
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pretty far down the design tree and we

290
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can actually start committing real

291
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resources to it.

292
00:08:30,400 --> 00:08:33,360
Sounds good.

1
00:00:10,240 --> 00:00:11,759
Well, as you work on a project, you

2
00:00:11,759 --> 00:00:13,519
know, at early stages, you're going to

3
00:00:13,519 --> 00:00:15,280
want to just get a sense of what does

4
00:00:15,280 --> 00:00:17,520
this thing feel like for me to interact

5
00:00:17,520 --> 00:00:19,760
with or the other people on my team. How

6
00:00:19,760 --> 00:00:21,119
do we feel about interacting with this

7
00:00:21,119 --> 00:00:23,359
very simple little system? Uh, sometimes

8
00:00:23,359 --> 00:00:24,880
it might not even be a prototype that we

9
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made or it might be a game we pulled off

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the shelf. You know, what do we like

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about that game or this game? Those are

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the cheapest prototypes really. If you

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can find some other game that has some

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aspect of what you want to include, then

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as you start building something, you'll

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start building not just the system, but

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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

145
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building cities. Um, and then we just

146
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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

152
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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

161
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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

165
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group and say, "What did you see?" You

166
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know, what were our biggest issues? And

167
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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

169
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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

177
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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.

193
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to test the engagement, uh, you have to

194
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have so much of this really kind of

195
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coming together as a whole. And it's so

196
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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

200
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wiper or that headlight control? That's

201
00:06:37,520 --> 00:06:38,639
not going to tell you how well the car

202
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drives. Uh as a designer though, this is

203
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where I think your vision has to carry

204
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you through. Not just your vision, but

205
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your ability to communicate that vision

206
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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

210
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that that way over here somewhere, this

211
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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

213
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more right now instinct, you know, and

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salesmanship on your part as a designer.

215
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as you get later on the process now you

216
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know and you have your working

217
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windshield wiper control and your

218
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steering wheel and your brakes and all

219
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that now you need to put those things

220
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together and actually say okay now let's

221
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start getting some sense that this

222
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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

224
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these things working together as a whole

225
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such that you can sit back and see

226
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another person actually enjoy it start

227
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building the model and start trying to

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head for the goals and get that flow

229
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state that you're really trying to

230
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achieve as a designer

231
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When you put a tester in front of your

232
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game, you know, they are not going to

233
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sit there and tell you exactly what

234
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you're hoping to hear. You know, they're

235
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having an experience and you can, you

236
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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

239
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to kind of decipher that. You know, you

240
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have to understand they say, "I think

241
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it's really frustrating doing this, but

242
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what they might really mean is they wish

243
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they had another option to do that

244
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instead." You know, so a lot of times

245
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what they will express directly and a

246
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lot of times they'll come back and say,

247
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"Oh, I want, you know, X, Y, and Z."

248
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They'll start describing solutions to

249
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you rather than the problem, you know, I

250
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would love this game if I only had, you

251
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know, a jetpack and a laser beam, you

252
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know, but in fact, what they're really

253
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mean is that they don't like getting

254
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stuck on the ground level when they want

255
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to climb that mountain. So you have to

256
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distinguish them offering you solutions

257
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and from you know what do those

258
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solutions what problem does that

259
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actually point back to and that's the

260
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problem you need to solve as a designer

261
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because probably their solutions suck

262
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but the problem they're referencing

263
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doesn't that problem is real

264
00:08:44,240 --> 00:08:46,320
well when you're looking at a play test

265
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uh the signal noise issue really is

266
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going to be a matter in some sense of

267
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data you You know, if you do enough

268
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testing with enough people, you'll start

269
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to be able to distinguish the signal

270
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from the noise just because that's

271
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consistent. You know, the noise is all

272
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over the place random. But when the same

273
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five people are all saying they didn't

274
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know to press the red button, but then

275
00:09:03,600 --> 00:09:04,720
they give you totally different feedback

276
00:09:04,720 --> 00:09:06,399
on everything else, you know that the

277
00:09:06,399 --> 00:09:08,640
red button is definitely signal. Uh, and

278
00:09:08,640 --> 00:09:10,000
I think that signal comes in two

279
00:09:10,000 --> 00:09:11,519
dimensions, which is why I was kind of

280
00:09:11,519 --> 00:09:14,959
saying that you want to uh listen, you

281
00:09:14,959 --> 00:09:16,160
know, to what all these groups have in

282
00:09:16,160 --> 00:09:17,600
common. What problems and frustrations

283
00:09:17,600 --> 00:09:19,600
are they all having in common? But also

284
00:09:19,600 --> 00:09:20,800
as designers when you go back and

285
00:09:20,800 --> 00:09:24,560
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

200
00:07:33,039 --> 00:07:34,639
clouds. As you came in, you'd start

201
00:07:34,639 --> 00:07:36,880
hearing the things, you know, creatures,

202
00:07:36,880 --> 00:07:38,800
people, whatever, moving on the ground,

203
00:07:38,800 --> 00:07:40,960
vehicles. Uh, if you came all the way

204
00:07:40,960 --> 00:07:43,120
down to ground level, there was another

205
00:07:43,120 --> 00:07:44,960
kind of ambience of almost like, you

206
00:07:44,960 --> 00:07:47,759
know, gravel going blowing across the

207
00:07:47,759 --> 00:07:50,880
terrain or, uh, wind, you know, going

208
00:07:50,880 --> 00:07:52,800
through leaves, that kind of thing. But

209
00:07:52,800 --> 00:07:54,560
it's actually a fairly technical system.

210
00:07:54,560 --> 00:07:56,400
And I think more and more of sound

211
00:07:56,400 --> 00:07:58,639
design in games is getting to that level

212
00:07:58,639 --> 00:08:00,639
of sophistication.

213
00:08:00,639 --> 00:08:04,000
And uh so you know I would kind of

214
00:08:04,000 --> 00:08:06,000
describe to Kent, you know, oh I think

215
00:08:06,000 --> 00:08:07,120
that should sound more like we're going

216
00:08:07,120 --> 00:08:08,560
into space. What would it sound like?

217
00:08:08,560 --> 00:08:09,599
You know, if I was going from the

218
00:08:09,599 --> 00:08:11,120
atmosphere

219
00:08:11,120 --> 00:08:12,879
with the camera all the way out into

220
00:08:12,879 --> 00:08:14,720
space, what would the sound do at that

221
00:08:14,720 --> 00:08:16,800
point, you know, and we basically had to

222
00:08:16,800 --> 00:08:18,160
cut out all the environmental sound

223
00:08:18,160 --> 00:08:20,319
effects and we actually went to music at

224
00:08:20,319 --> 00:08:21,599
that point, you know, and there was a

225
00:08:21,599 --> 00:08:22,800
whole different soundtrack for the music

226
00:08:22,800 --> 00:08:24,160
depending on what scale you were at in

227
00:08:24,160 --> 00:08:26,879
the space. So we kind of figure out you

228
00:08:26,879 --> 00:08:28,639
know where does the music inhabit

229
00:08:28,639 --> 00:08:31,039
different parts of the game and what is

230
00:08:31,039 --> 00:08:32,719
the transition really the transition

231
00:08:32,719 --> 00:08:35,680
between those is the trickier part uh

232
00:08:35,680 --> 00:08:37,120
because especially if the player is

233
00:08:37,120 --> 00:08:39,120
moving or move the camera between these

234
00:08:39,120 --> 00:08:42,800
you want a very smooth seamless you know

235
00:08:42,800 --> 00:08:45,839
sound design and that's why sound feels

236
00:08:45,839 --> 00:08:47,279
kind of more brittle in a way. It's

237
00:08:47,279 --> 00:08:48,880
pretty obvious that you know when this

238
00:08:48,880 --> 00:08:50,480
object goes behind that object it is

239
00:08:50,480 --> 00:08:52,000
oluded. You know the visuals are pretty

240
00:08:52,000 --> 00:08:53,519
obvious in terms of where they should

241
00:08:53,519 --> 00:08:55,600
appear and when they should appear. The

242
00:08:55,600 --> 00:08:59,560
sound is a lot less obvious.

243
00:09:04,640 --> 00:09:06,240
It seems like every game you kind of

244
00:09:06,240 --> 00:09:07,839
expected to have some background song

245
00:09:07,839 --> 00:09:11,040
playing. Uh, you know, I think that when

246
00:09:11,040 --> 00:09:12,959
we watch film and somebody scores a

247
00:09:12,959 --> 00:09:14,560
film, there there typically is, even at

248
00:09:14,560 --> 00:09:16,959
a very very low ambient level, a little

249
00:09:16,959 --> 00:09:18,399
bit of a film score kind of running

250
00:09:18,399 --> 00:09:19,839
through the whole thing, you know. So, I

251
00:09:19,839 --> 00:09:21,279
think part of this is maybe the

252
00:09:21,279 --> 00:09:24,880
expectation we bring in from film. Uh, I

253
00:09:24,880 --> 00:09:28,480
think that um there's maybe this thought

254
00:09:28,480 --> 00:09:30,959
that, you know, more is always better.

255
00:09:30,959 --> 00:09:32,720
So, the more music we have playing, the

256
00:09:32,720 --> 00:09:34,720
longer it plays, the better the game is,

257
00:09:34,720 --> 00:09:36,000
which isn't necessarily true. I think

258
00:09:36,000 --> 00:09:38,480
it's in fact a delicate thing. I think

259
00:09:38,480 --> 00:09:39,839
in terms of how you approach it and you

260
00:09:39,839 --> 00:09:42,160
bring it in to a product. When I was

261
00:09:42,160 --> 00:09:43,519
working on the Sims, one of the things I

262
00:09:43,519 --> 00:09:45,519
really wanted to try and I did try and

263
00:09:45,519 --> 00:09:48,240
it was a failed try, but it was fun to

264
00:09:48,240 --> 00:09:50,640
try. I wanted to put a laugh track in.

265
00:09:50,640 --> 00:09:52,240
And in fact, I put a laugh track in the

266
00:09:52,240 --> 00:09:54,560
Sims during certain things. And I

267
00:09:54,560 --> 00:09:56,080
actually started study I spent some

268
00:09:56,080 --> 00:09:57,519
time, a few weeks researching laugh

269
00:09:57,519 --> 00:09:59,680
tracks, which turns out to be this

270
00:09:59,680 --> 00:10:01,920
amazingly secretive thing. There are

271
00:10:01,920 --> 00:10:03,760
just a few people that really do most of

272
00:10:03,760 --> 00:10:05,600
the laugh tracks. They're very secretive

273
00:10:05,600 --> 00:10:07,440
about how they do it and the machines

274
00:10:07,440 --> 00:10:09,360
they use are customuilt. I mean, it just

275
00:10:09,360 --> 00:10:11,279
surprised me that it was such, you know,

276
00:10:11,279 --> 00:10:14,399
a black box. But, uh, yeah, it just

277
00:10:14,399 --> 00:10:16,800
didn't work, you know. But, and it was

278
00:10:16,800 --> 00:10:18,880
because it was so abrupt, you know, cuz

279
00:10:18,880 --> 00:10:20,000
people were building in their head these

280
00:10:20,000 --> 00:10:21,279
whole little stories of these people

281
00:10:21,279 --> 00:10:22,640
doing these things and the player

282
00:10:22,640 --> 00:10:23,920
stories, it would be like, oh, her

283
00:10:23,920 --> 00:10:25,279
grandmother just died because of this,

284
00:10:25,279 --> 00:10:26,720
that, and the other all of a sudden

285
00:10:26,720 --> 00:10:28,880
laugh kicks in, you know, and so it

286
00:10:28,880 --> 00:10:30,320
would actually interrupt and conflict

287
00:10:30,320 --> 00:10:32,320
with their stories. And so one of the

288
00:10:32,320 --> 00:10:34,000
reasons why we never, you know, we took

289
00:10:34,000 --> 00:10:36,240
it out forever was the fact that we

290
00:10:36,240 --> 00:10:37,440
realized that it was stepping on the

291
00:10:37,440 --> 00:10:39,600
player stories that seemed like the most

292
00:10:39,600 --> 00:10:41,440
emotionally engaging part of the

293
00:10:41,440 --> 00:10:44,440
product.

294
00:10:49,600 --> 00:10:51,120
One of the general things I found as a

295
00:10:51,120 --> 00:10:53,920
designer that's actually very useful is

296
00:10:53,920 --> 00:10:55,519
that a lot of times we'll hit a problem

297
00:10:55,519 --> 00:10:57,200
that's seems almost intractable or how

298
00:10:57,200 --> 00:10:58,560
do we solve this? It's really messy

299
00:10:58,560 --> 00:11:00,880
problem and so many times we just fall

300
00:11:00,880 --> 00:11:05,440
back on humor and humor is so underused

301
00:11:05,440 --> 00:11:06,720
in some ways. Some games, you know, are

302
00:11:06,720 --> 00:11:08,880
trying to be comedies and all that, but

303
00:11:08,880 --> 00:11:10,240
uh even just a little bit of humor every

304
00:11:10,240 --> 00:11:12,240
now and then when you're dealing with a

305
00:11:12,240 --> 00:11:14,160
hard design problem sometimes can make

306
00:11:14,160 --> 00:11:17,600
it work okay, you know, in the Sims they

307
00:11:17,600 --> 00:11:19,440
had to pull things out of drawers or

308
00:11:19,440 --> 00:11:20,959
whatever, which is really hard to deal

309
00:11:20,959 --> 00:11:22,640
with. So we had them always reach behind

310
00:11:22,640 --> 00:11:23,440
their back and pull it out of their

311
00:11:23,440 --> 00:11:25,200
butt, whatever it was that they needed

312
00:11:25,200 --> 00:11:27,200
in their hand. Uh, and it became like

313
00:11:27,200 --> 00:11:29,680
this humorous little kind of uh thing

314
00:11:29,680 --> 00:11:32,399
cliche about the Sims and The Voice kind

315
00:11:32,399 --> 00:11:34,160
of supported that a little bit. You

316
00:11:34,160 --> 00:11:35,440
know, the way they talk, they sound like

317
00:11:35,440 --> 00:11:37,600
a little teeny little, you know, strange

318
00:11:37,600 --> 00:11:39,040
people speaking some weird language that

319
00:11:39,040 --> 00:11:42,399
you never heard of before. So uh I think

320
00:11:42,399 --> 00:11:44,880
that you know if you know kind of the

321
00:11:44,880 --> 00:11:46,480
metaphor the unconscious metaphor we

322
00:11:46,480 --> 00:11:48,959
were promoting was this was a dollhouse

323
00:11:48,959 --> 00:11:50,399
then you know these wanted to be like

324
00:11:50,399 --> 00:11:51,920
little tiny people and they want to have

325
00:11:51,920 --> 00:11:53,279
high pitched little voices and sound

326
00:11:53,279 --> 00:11:54,800
like little tiny people you know walking

327
00:11:54,800 --> 00:11:56,880
around inside a little dollhouse. Uh

328
00:11:56,880 --> 00:11:58,560
again this is kind of a little bit more

329
00:11:58,560 --> 00:12:00,560
subconscious subtle but I think it kind

330
00:12:00,560 --> 00:12:01,680
of supported the idea that you're

331
00:12:01,680 --> 00:12:03,200
dealing with a little toy world in front

332
00:12:03,200 --> 00:12:04,720
of you and little toy people that you're

333
00:12:04,720 --> 00:12:07,720
manipulating.

334
00:12:12,399 --> 00:12:13,440
friend of mine designed this game that

335
00:12:13,440 --> 00:12:15,600
we published called Sim Life many years

336
00:12:15,600 --> 00:12:18,240
ago and it was an evolution game, fairly

337
00:12:18,240 --> 00:12:20,079
serious evolution game, you know,

338
00:12:20,079 --> 00:12:21,440
actually tracking the genetics of these

339
00:12:21,440 --> 00:12:23,040
little creatures and they could, you

340
00:12:23,040 --> 00:12:25,440
know, mutate and evolve over time. One

341
00:12:25,440 --> 00:12:26,720
thing he just threw in at the last

342
00:12:26,720 --> 00:12:28,160
second before he shipped the game is

343
00:12:28,160 --> 00:12:29,600
that whenever two creatures came and

344
00:12:29,600 --> 00:12:31,680
mated, you know, at first they would

345
00:12:31,680 --> 00:12:33,600
just kind of do this little mating uh

346
00:12:33,600 --> 00:12:35,920
animation that was, you know, very PG.

347
00:12:35,920 --> 00:12:38,399
He threw in the sound effect that uh he

348
00:12:38,399 --> 00:12:40,639
made with his wife, I think, but

349
00:12:40,639 --> 00:12:42,160
basically a little sound effect was like

350
00:12:42,160 --> 00:12:45,200
la, you know, just a little silly little

351
00:12:45,200 --> 00:12:48,200
thing.

352
00:12:48,320 --> 00:12:49,920
And everybody who played that game, that

353
00:12:49,920 --> 00:12:51,040
was the one thing they remembered about

354
00:12:51,040 --> 00:12:52,720
it, you know, and every time they heard

355
00:12:52,720 --> 00:12:53,839
that, they would just laugh

356
00:12:53,839 --> 00:12:55,839
hysterically. And for a lot of players,

357
00:12:55,839 --> 00:12:58,560
that was like 10% of the entertainment

358
00:12:58,560 --> 00:12:59,839
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
00:13:04,320 --> 00:13:07,680
so it's really funny you know and in

362
00:13:07,680 --> 00:13:09,600
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
00:13:11,040 --> 00:13:13,040
little bit of humor really stood out to

365
00:13:13,040 --> 00:13:17,079
people and surprise them

366
00:13:21,680 --> 00:13:24,000
on a game like the Sims. You know we

367
00:13:24,000 --> 00:13:25,680
obviously wanted to kind of hear the

368
00:13:25,680 --> 00:13:27,600
Sims. You know initially we thought you

369
00:13:27,600 --> 00:13:29,040
know do we want to record people saying

370
00:13:29,040 --> 00:13:30,639
real things? No. That's going to get way

371
00:13:30,639 --> 00:13:32,720
too repetitive. you know, it's going to

372
00:13:32,720 --> 00:13:34,399
break the illusion because really the

373
00:13:34,399 --> 00:13:35,519
idea was that, you know, if you were

374
00:13:35,519 --> 00:13:37,360
watching people from a balcony and you

375
00:13:37,360 --> 00:13:38,880
couldn't hear what they were saying, you

376
00:13:38,880 --> 00:13:40,000
could still kind of get a sense of their

377
00:13:40,000 --> 00:13:41,680
emotional state by the way they animate,

378
00:13:41,680 --> 00:13:44,000
they gesture, their body language, and

379
00:13:44,000 --> 00:13:45,360
the tone of their voice. Not what they

380
00:13:45,360 --> 00:13:46,639
were actually saying, but the tone. Are

381
00:13:46,639 --> 00:13:48,560
they excited? Are they sad? Are they

382
00:13:48,560 --> 00:13:51,839
quiet? Loud. So, we basically wanted to

383
00:13:51,839 --> 00:13:55,200
go in and record something that sounded

384
00:13:55,200 --> 00:13:58,079
real, but was not understandable. Uh I

385
00:13:58,079 --> 00:14:01,519
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
00:14:16,639 --> 00:14:19,600
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
00:15:12,079 --> 00:15:14,560
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
00:00:11,440 --> 00:00:12,719
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
00:00:27,439 --> 00:00:28,960
same time trying to imagine, okay, how

11
00:00:28,960 --> 00:00:31,760
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
00:00:34,399 --> 00:00:37,880
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
00:00:52,000 --> 00:00:54,960
uh you need to kind of remember why you

19
00:00:54,960 --> 00:00:56,800
want to do it. What got you excited? You

20
00:00:56,800 --> 00:00:58,160
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
00:01:00,879 --> 00:01:03,120
of step back and say, okay, how can I

23
00:01:03,120 --> 00:01:05,119
recreate that process in that person's

24
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head? You know, how can I make them, you

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know, see or understand or feel the way

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I feel about this design direction? And,

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you know, maybe it's not the, you know,

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explicit overt description of what your

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game is going to be. you know, maybe

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it's more a, you know, getting into

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their head into the emotional motivation

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that drives you and, you know, maybe

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it's more about the creativ creativity

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you'll have in this or the

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expressiveness or what it's going to

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feel like nostalgic to go back to your

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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

101
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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

106
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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

145
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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

147
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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

149
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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

155
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and more fun. As you interact and tell

156
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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

159
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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

163
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the person that's starting to assemble

164
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the team that's going to build this

165
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product. And as you're building that

166
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team, you know, one of the very first

167
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things skills that you really have to

168
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have is the ability to communicate your

169
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design to your team. And continually,

170
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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

185
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head. Uh this is a more granular version

186
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of the same process you're going to use

187
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to pitch your idea when you go out to

188
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other people and try to sell them on the

189
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idea to fund it or whatever. uh you're

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going to basically try to communicate

191
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very clearly to them what's in your

192
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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

194
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challenge for me, you know, and I was,

195
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you know, within my own company, it was

196
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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

200
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this again, but I used to call it

201
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Dollhouse. That was the initial name for

202
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the game. And I found that it was such a

203
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loaded term that you know any male gamer

204
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you know they you hear a game called

205
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dollhouse they're not going to play that

206
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game. So that was uh one thing I

207
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learned. Uh also as I pitched this to

208
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executives and stuff you know I was

209
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talking about this cool game where

210
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you're managing these people and they

211
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have limited time and all this stuff but

212
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what they were hearing was here's a game

213
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where you take out the trash and load

214
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the dishwasher. Uh which didn't sound

215
00:07:22,400 --> 00:07:25,120
very aspirational. So uh you know I

216
00:07:25,120 --> 00:07:26,880
found that I had to kind of rethink the

217
00:07:26,880 --> 00:07:28,560
way I was presenting the whole concept

218
00:07:28,560 --> 00:07:30,960
and idea to somebody you know that now

219
00:07:30,960 --> 00:07:32,080
it's little people you can mess with

220
00:07:32,080 --> 00:07:33,919
them and they live lives in your

221
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computer and it's up to you you know to

222
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make them happy and that was kind of a

223
00:07:37,520 --> 00:07:39,840
much more interesting rich kind of

224
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metaphor for them to kind of wrap their

225
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heads around. So you're not just

226
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learning to pitch to your design team or

227
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your production team but also to people

228
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outside within your company and then

229
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eventually to the end consumer. You

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know, eventually you're gonna put an ad

231
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on the web or in a box or whatever, but

232
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you're g have to clearly and concisely

233
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communicate to somebody, you know, what

234
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this game is, why they want to play it,

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because they're going to start playing

236
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in their head as soon as they hear about

237
00:08:01,840 --> 00:08:03,199
it. You know, before they even see the

238
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game, as soon as somebody describes, oh,

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you should check out this game. It's

240
00:08:05,440 --> 00:08:07,280
about X, Y, and Z. They're going to

241
00:08:07,280 --> 00:08:08,720
start imagining, okay, that sounds kind

242
00:08:08,720 --> 00:08:09,919
of fun, you know, and they're actually

243
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playing the game, a very simple version

244
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of the game that they're imagining in

245
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their head. And that game has to be fun.

246
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That's the first game you're actually

247
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designing is the pitch.

248
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If you're pitching to your team members,

249
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designers, whatnot, you know, they want

250
00:08:28,720 --> 00:08:30,400
to know, they're going to want to hear

251
00:08:30,400 --> 00:08:31,599
something that's unique and interesting.

252
00:08:31,599 --> 00:08:34,000
They're going to be proud to build. Uh,

253
00:08:34,000 --> 00:08:35,680
and something that's buildable because

254
00:08:35,680 --> 00:08:36,719
they're going to be responsible for

255
00:08:36,719 --> 00:08:39,200
actually having to build it. Uh, and

256
00:08:39,200 --> 00:08:40,560
something that sounds creatively

257
00:08:40,560 --> 00:08:41,919
challenging. you know, that's what

258
00:08:41,919 --> 00:08:43,680
they're, you know, they're looking for.

259
00:08:43,680 --> 00:08:45,040
And so, you have to pitch, you know,

260
00:08:45,040 --> 00:08:45,920
here's something that's going to be

261
00:08:45,920 --> 00:08:48,399
really cool to build, unique, people are

262
00:08:48,399 --> 00:08:50,959
going to love it, uh, and we can make

263
00:08:50,959 --> 00:08:52,800
it. When you're pitching to the

264
00:08:52,800 --> 00:08:55,040
executives, you know, you know, it

265
00:08:55,040 --> 00:08:56,080
depends on the company, how big it is,

266
00:08:56,080 --> 00:08:58,160
and all this stuff, but basically, you

267
00:08:58,160 --> 00:08:59,600
know, whatever the big hit was last

268
00:08:59,600 --> 00:09:02,720
year, it's like that but better., you

269
00:09:02,720 --> 00:09:05,200
know, that's kind of the the cliche.

270
00:09:05,200 --> 00:09:08,399
Obviously, the the most successful genre

271
00:09:08,399 --> 00:09:11,360
in any format almost is the sequel. So,

272
00:09:11,360 --> 00:09:13,040
you know, if it's a sequel, they're just

273
00:09:13,040 --> 00:09:13,839
going to want to know that you're going

274
00:09:13,839 --> 00:09:16,880
to execute it well and not screw it up.

275
00:09:16,880 --> 00:09:18,959
Uh, if it's an original thing, you know,

276
00:09:18,959 --> 00:09:20,720
they're going to basically be measuring

277
00:09:20,720 --> 00:09:22,399
against that. You know, should I invest

278
00:09:22,399 --> 00:09:25,200
in this original thing or put more money

279
00:09:25,200 --> 00:09:28,000
into the next version of this, you know,

280
00:09:28,000 --> 00:09:30,800
popular franchise. And, you know, at

281
00:09:30,800 --> 00:09:32,800
that point, you know, a lot of it's just

282
00:09:32,800 --> 00:09:33,760
going to be based upon your track

283
00:09:33,760 --> 00:09:35,440
record. Now, as you're pitching to an

284
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audience, you know, of course, now

285
00:09:36,720 --> 00:09:38,480
you're kind of saying, "Try my game

286
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out." Or a journalist is a whole

287
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different thing. You know, pitching to a

288
00:09:41,360 --> 00:09:42,640
journalist, you know, they're going to

289
00:09:42,640 --> 00:09:44,959
want to write an interesting story. Uh

290
00:09:44,959 --> 00:09:46,240
something where they can actually

291
00:09:46,240 --> 00:09:47,920
exhibit a fair amount of creativity in

292
00:09:47,920 --> 00:09:50,480
their review or their writing of it. Um

293
00:09:50,480 --> 00:09:52,160
so, if you give them something where

294
00:09:52,160 --> 00:09:53,519
they can all a sudden take a creative

295
00:09:53,519 --> 00:09:56,000
spin in their writing, that sounds more

296
00:09:56,000 --> 00:09:57,440
attractive to them. There's actually a

297
00:09:57,440 --> 00:09:59,279
pretty big distinction, I think, between

298
00:09:59,279 --> 00:10:01,920
what I call game journalists and general

299
00:10:01,920 --> 00:10:04,080
media. Uh when you're pitching to a game

300
00:10:04,080 --> 00:10:05,519
journalist, they're gonna be very jaded.

301
00:10:05,519 --> 00:10:06,640
Everybody's coming to them saying, "Oh,

302
00:10:06,640 --> 00:10:07,760
I'm gonna build the next big hit and

303
00:10:07,760 --> 00:10:10,000
it's gonna be duh duh duh duh, you know,

304
00:10:10,000 --> 00:10:11,839
and they're gonna want to hear something

305
00:10:11,839 --> 00:10:13,760
that to them actually sounds, you know,

306
00:10:13,760 --> 00:10:17,040
like creative, unique, uh something that

307
00:10:17,040 --> 00:10:18,720
really is fresh, you know, within the

308
00:10:18,720 --> 00:10:20,640
game industry and because they hear all

309
00:10:20,640 --> 00:10:21,839
these ideas within the game industry,

310
00:10:21,839 --> 00:10:24,560
but also they want to uh believe that,

311
00:10:24,560 --> 00:10:25,920
you know, whoever is pitching them can

312
00:10:25,920 --> 00:10:27,600
actually execute this. You a lot of

313
00:10:27,600 --> 00:10:28,800
people can give a great pitch, but they

314
00:10:28,800 --> 00:10:31,440
can never build a product." Um, digital

315
00:10:31,440 --> 00:10:32,880
media, you know, I think it's a little

316
00:10:32,880 --> 00:10:34,399
bit different story. You know, for them

317
00:10:34,399 --> 00:10:35,920
it's going to be more like, why does my

318
00:10:35,920 --> 00:10:38,320
audience care? You know, it's a game.

319
00:10:38,320 --> 00:10:40,320
Uh, so there almost has to be a hook

320
00:10:40,320 --> 00:10:42,720
into them where, oh, you know, people

321
00:10:42,720 --> 00:10:44,240
that don't even play games will be

322
00:10:44,240 --> 00:10:46,560
interested in this because of X Y and Z.

323
00:10:46,560 --> 00:10:49,600
Maybe it's topical or maybe, uh, it's

324
00:10:49,600 --> 00:10:52,000
involving some new technology or

325
00:10:52,000 --> 00:10:53,600
something, whatever it is. but they

326
00:10:53,600 --> 00:10:55,760
almost need another hook to understand

327
00:10:55,760 --> 00:10:58,480
why their wider audience is also going

328
00:10:58,480 --> 00:11:00,640
to tune in to this thing that they kind

329
00:11:00,640 --> 00:11:02,480
of think of as a niche product. So I

330
00:11:02,480 --> 00:11:03,760
think you need to kind of understand the

331
00:11:03,760 --> 00:11:08,440
motivations of each of these groups.

332
00:11:13,440 --> 00:11:14,880
The pitching style I eventually

333
00:11:14,880 --> 00:11:17,839
developed um which I'm not sure is even

334
00:11:17,839 --> 00:11:21,360
that successful is trying to get people

335
00:11:21,360 --> 00:11:22,880
back to the original topic. you know,

336
00:11:22,880 --> 00:11:25,200
here's why I think ants are cool. Here's

337
00:11:25,200 --> 00:11:27,680
why I think, you know, it's cool to, you

338
00:11:27,680 --> 00:11:30,480
know, construct little buildings and put

339
00:11:30,480 --> 00:11:32,000
little people in it. Here's why I think

340
00:11:32,000 --> 00:11:34,320
evolution is cool. So, I try to usually

341
00:11:34,320 --> 00:11:35,760
start kind of with the topic, why I

342
00:11:35,760 --> 00:11:38,240
think I got motivated in that, and then

343
00:11:38,240 --> 00:11:39,760
kind of back into and here's a game

344
00:11:39,760 --> 00:11:41,519
where you get to make this and do that.

345
00:11:41,519 --> 00:11:43,680
And I found that the more we could

346
00:11:43,680 --> 00:11:46,079
reference, you know, the player in the

347
00:11:46,079 --> 00:11:48,000
pitch, generally the better the pitch

348
00:11:48,000 --> 00:11:49,440
went. You know, it's not like, you know,

349
00:11:49,440 --> 00:11:51,200
here's a world in which this happens,

350
00:11:51,200 --> 00:11:52,800
but here's a world in which you are the

351
00:11:52,800 --> 00:11:54,160
mayor and you get to decide where to put

352
00:11:54,160 --> 00:11:55,600
the roads and you get to do this, that,

353
00:11:55,600 --> 00:11:57,040
and the other, you know. So, if you

354
00:11:57,040 --> 00:11:58,399
start saying these are the things that

355
00:11:58,399 --> 00:12:00,959
you can do in the game, uh, and make

356
00:12:00,959 --> 00:12:03,440
that sound interesting. Uh, that kind of

357
00:12:03,440 --> 00:12:04,880
reverses the whole thing rather than

358
00:12:04,880 --> 00:12:09,320
here's this thing I want to sell to you.

359
00:12:14,000 --> 00:12:16,240
One of the fundamental questions that

360
00:12:16,240 --> 00:12:17,920
you're probably going to get um

361
00:12:17,920 --> 00:12:19,279
especially if the pitch is very

362
00:12:19,279 --> 00:12:22,000
unrefined is you know why is that going

363
00:12:22,000 --> 00:12:25,040
to be fun you know which is a hard

364
00:12:25,040 --> 00:12:27,040
question to answer because if your pitch

365
00:12:27,040 --> 00:12:28,720
you know really conveyed what it needed

366
00:12:28,720 --> 00:12:30,560
to convey they wouldn't be asking that

367
00:12:30,560 --> 00:12:32,639
question you know it would already be

368
00:12:32,639 --> 00:12:34,320
fun in their imagination they wouldn't

369
00:12:34,320 --> 00:12:35,839
ask you that question so that that

370
00:12:35,839 --> 00:12:37,920
really indicates you know a key part of

371
00:12:37,920 --> 00:12:39,839
your picture missing people will try to

372
00:12:39,839 --> 00:12:42,000
triangulate your idea against other

373
00:12:42,000 --> 00:12:44,720
games and they'll say, "Oh, is it kind

374
00:12:44,720 --> 00:12:46,560
of like this game but a little bit of

375
00:12:46,560 --> 00:12:49,680
that or this game that's turnbased, you

376
00:12:49,680 --> 00:12:51,600
know, instead of real time?" In their

377
00:12:51,600 --> 00:12:53,360
mind, they're kind of looking landscape

378
00:12:53,360 --> 00:12:55,279
of all the games they know about and

379
00:12:55,279 --> 00:12:56,639
trying to figure out where yours falls

380
00:12:56,639 --> 00:12:58,399
into that landscape, you know, by

381
00:12:58,399 --> 00:13:00,240
finding landmarks nearby, saying it's

382
00:13:00,240 --> 00:13:01,760
somewhere between there and there, you

383
00:13:01,760 --> 00:13:04,480
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

386
00:13:07,519 --> 00:13:10,800
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

390
00:13:14,720 --> 00:13:16,240
fresh if you can pitch it the right way.

391
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
00:13:32,240 --> 00:13:34,560
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,

425
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
00:00:23,039 --> 00:00:25,359
going to enter the cutthroat real estate

6
00:00:25,359 --> 00:00:28,000
market of the sinking city of San

7
00:00:28,000 --> 00:00:29,519
Francisco.

8
00:00:29,519 --> 00:00:31,599
Yeah. So, you're going to be out bidding

9
00:00:31,599 --> 00:00:32,719
other players. You're going to be

10
00:00:32,719 --> 00:00:34,160
renting. You're going to be renovating

11
00:00:34,160 --> 00:00:35,920
these properties. And all the while,

12
00:00:35,920 --> 00:00:38,239
turn by turn, climate change is going to

13
00:00:38,239 --> 00:00:40,160
cause the sea level to rise as it is in

14
00:00:40,160 --> 00:00:40,960
our starting screen.

15
00:00:40,960 --> 00:00:42,079
This is fast global warming.

16
00:00:42,079 --> 00:00:44,399
Yeah. Accelerated global warming. And as

17
00:00:44,399 --> 00:00:46,160
it moves up, it's going to transform

18
00:00:46,160 --> 00:00:48,719
these properties from their their

19
00:00:48,719 --> 00:00:52,000
regular selves into pristine highquality

20
00:00:52,000 --> 00:00:54,320
beachfront property and then destroy

21
00:00:54,320 --> 00:00:55,840
them right afterwards. And so you're

22
00:00:55,840 --> 00:00:58,480
trying to catch that that wave of

23
00:00:58,480 --> 00:01:02,320
inflated prices and uh that along with

24
00:01:02,320 --> 00:01:03,760
paying off the right politicians will

25
00:01:03,760 --> 00:01:04,080
let

26
00:01:04,080 --> 00:01:04,559
multiplayer

27
00:01:04,559 --> 00:01:06,080
it's multiplayer up to 50 players can

28
00:01:06,080 --> 00:01:06,960
play in a game.

29
00:01:06,960 --> 00:01:09,040
Uh we haven't tested it with 50 players

30
00:01:09,040 --> 00:01:11,760
but the the system is there to support

31
00:01:11,760 --> 00:01:13,600
it. Uh and the notion is that you have

32
00:01:13,600 --> 00:01:16,000
all these players creating an economy uh

33
00:01:16,000 --> 00:01:17,119
that you're then going to try to

34
00:01:17,119 --> 00:01:19,040
optimize and act inside of. And ideally

35
00:01:19,040 --> 00:01:21,200
all the player actions are driving the

36
00:01:21,200 --> 00:01:23,600
simulation while the simulation drives.

37
00:01:23,600 --> 00:01:24,880
Right off the bat, I love your intro

38
00:01:24,880 --> 00:01:26,240
screen. I mean, it looks fun already.

39
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
00:01:29,439 --> 00:01:30,799
make that that striking first

42
00:01:30,799 --> 00:01:31,200
impression.

43
00:01:31,200 --> 00:01:32,000
Okay, so let's see the game.

44
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

46
00:01:34,960 --> 00:01:37,040
create a game here.

47
00:01:37,040 --> 00:01:38,240
I like the pitch, by the way. I mean,

48
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

53
00:01:46,079 --> 00:01:47,520
get the gist, the lay of the land.

54
00:01:47,520 --> 00:01:48,799
There's San Francisco for those who

55
00:01:48,799 --> 00:01:49,600
recognize it. And

56
00:01:49,600 --> 00:01:50,799
so, you have a real map of the real

57
00:01:50,799 --> 00:01:51,200
city,

58
00:01:51,200 --> 00:01:52,799
right? Yeah. We pulled from map data to

59
00:01:52,799 --> 00:01:55,439
help get elevations and and um locations

60
00:01:55,439 --> 00:01:57,360
and also house prices to start off with.

61
00:01:57,360 --> 00:01:59,280
So we have a house in downtown. It's

62
00:01:59,280 --> 00:02:01,520
worth 1.3 million. It's five stars.

63
00:02:01,520 --> 00:02:02,719
Are these all things for sale?

64
00:02:02,719 --> 00:02:03,840
These are all things for sale. Yeah.

65
00:02:03,840 --> 00:02:05,040
So I have a budget and I'm choosing how

66
00:02:05,040 --> 00:02:06,320
to spend invest in real estate here.

67
00:02:06,320 --> 00:02:07,680
That's right. Yeah. You have $3.8

68
00:02:07,680 --> 00:02:09,520
million up here. And let's say we can

69
00:02:09,520 --> 00:02:11,520
even select this house. We can bid on

70
00:02:11,520 --> 00:02:12,239
it.

71
00:02:12,239 --> 00:02:14,239
Uh this one we can take a look at and

72
00:02:14,239 --> 00:02:16,480
say, "Okay, it's got some nice views.

73
00:02:16,480 --> 00:02:18,000
It's got decent quality. We can upgrade

74
00:02:18,000 --> 00:02:20,000
that later if we want. It's kind of

75
00:02:20,000 --> 00:02:21,680
getting close to the water. 20% water

76
00:02:21,680 --> 00:02:22,959
level. Yeah, we can check its

77
00:02:22,959 --> 00:02:24,879
elevation's at 50 m. The water right now

78
00:02:24,879 --> 00:02:26,640
is at 0 m, but that'll change as soon as

79
00:02:26,640 --> 00:02:28,160
the turn ends, which is fast approach.

80
00:02:28,160 --> 00:02:29,040
So, it's turn based.

81
00:02:29,040 --> 00:02:29,760
Turnbased game.

82
00:02:29,760 --> 00:02:30,480
Okay.

83
00:02:30,480 --> 00:02:32,160
Uh, so we can also place a bid here. And

84
00:02:32,160 --> 00:02:33,840
then our first property, what are you

85
00:02:33,840 --> 00:02:35,200
thinking? You want to list it? Get rid

86
00:02:35,200 --> 00:02:36,319
of it? You want to upgrade it? You want

87
00:02:36,319 --> 00:02:37,519
to start renting?

88
00:02:37,519 --> 00:02:39,120
Let's upgrade deals. Okay. So, we're

89
00:02:39,120 --> 00:02:40,239
going to put that up to six stars. And

90
00:02:40,239 --> 00:02:42,080
now it jumped to 1.4 million. So,

91
00:02:42,080 --> 00:02:43,280
I really want to go one turn to see how

92
00:02:43,280 --> 00:02:44,319
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

94
00:02:46,400 --> 00:02:49,440
I can zoom out here. So, the water only

95
00:02:49,440 --> 00:02:51,120
went up 2 meters. So, we got some time

96
00:02:51,120 --> 00:02:53,200
that will increase uh as the game goes

97
00:02:53,200 --> 00:02:54,319
on. So, it will be kind of this

98
00:02:54,319 --> 00:02:54,720
building.

99
00:02:54,720 --> 00:02:55,760
So, I'm guessing it's kind of like a

100
00:02:55,760 --> 00:02:57,920
sweet spot I want to get in here where I

101
00:02:57,920 --> 00:03:00,000
hold it long enough for it to appreciate

102
00:03:00,000 --> 00:03:01,200
before it's inundated.

103
00:03:01,200 --> 00:03:02,720
Yeah, exactly. Yeah. And it takes a

104
00:03:02,720 --> 00:03:04,319
couple turns to kind of do the actions

105
00:03:04,319 --> 00:03:05,760
you want to to kind of flip these

106
00:03:05,760 --> 00:03:06,640
houses. And so,

107
00:03:06,640 --> 00:03:08,480
now am I buying and selling these houses

108
00:03:08,480 --> 00:03:10,480
to other players or from the computer?

109
00:03:10,480 --> 00:03:12,959
So, you're doing both. Uh if no one bids

110
00:03:12,959 --> 00:03:14,239
on it, the computer will pick up the

111
00:03:14,239 --> 00:03:15,599
slack and buy it. There's kind of this

112
00:03:15,599 --> 00:03:17,840
secret economy guy who's making sure

113
00:03:17,840 --> 00:03:19,760
that everyone gets paid, right? Uh, but

114
00:03:19,760 --> 00:03:21,120
other players can buy your house once

115
00:03:21,120 --> 00:03:22,000
you list it. Okay.

116
00:03:22,000 --> 00:03:23,840
And so right now we have, if we zoom

117
00:03:23,840 --> 00:03:25,840
out, we have all these different player

118
00:03:25,840 --> 00:03:28,159
icons and those are all the 49 other AI

119
00:03:28,159 --> 00:03:29,680
players that are playing with us. Okay.

120
00:03:29,680 --> 00:03:30,959
And so if I hit the end turn, you'll see

121
00:03:30,959 --> 00:03:32,319
them actually kind of run around. So

122
00:03:32,319 --> 00:03:34,239
they'll all move around the map buying

123
00:03:34,239 --> 00:03:35,599
and selling properties. We can also do

124
00:03:35,599 --> 00:03:37,280
that. Uh, these green properties are the

125
00:03:37,280 --> 00:03:38,159
properties we can move to. They're

126
00:03:38,159 --> 00:03:39,920
adjacent to downtown. So we can hop over

127
00:03:39,920 --> 00:03:42,319
here to Civic Center. And now we have

128
00:03:42,319 --> 00:03:44,080
new properties that we can buy in, new

129
00:03:44,080 --> 00:03:45,200
neighborhoods we can buy in, and new

130
00:03:45,200 --> 00:03:46,480
properties or new neighborhoods.

131
00:03:46,480 --> 00:03:48,400
Oh, so we have a location in this world.

132
00:03:48,400 --> 00:03:50,640
Yeah, we have this tiny little

133
00:03:50,640 --> 00:03:52,239
bing stuff from near me,

134
00:03:52,239 --> 00:03:52,640
right?

135
00:03:52,640 --> 00:03:53,440
Okay.

136
00:03:53,440 --> 00:03:55,360
So, right now we're we're trying to

137
00:03:55,360 --> 00:03:56,799
incorporate as much player to player

138
00:03:56,799 --> 00:03:58,159
interaction as possible. Right now,

139
00:03:58,159 --> 00:04:00,640
they're kind of uh using this middleman.

140
00:04:00,640 --> 00:04:02,080
That's the simulation. So, I buy and

141
00:04:02,080 --> 00:04:03,599
sell properties. I can upgrade and

142
00:04:03,599 --> 00:04:05,200
affect properties and then other players

143
00:04:05,200 --> 00:04:07,120
can interact with those properties, but

144
00:04:07,120 --> 00:04:09,280
I can't interact with players so much. I

145
00:04:09,280 --> 00:04:10,159
can outbid them,

146
00:04:10,159 --> 00:04:10,720
right?

147
00:04:10,720 --> 00:04:12,480
And if we

148
00:04:12,480 --> 00:04:14,000
I presume you played mule.

149
00:04:14,000 --> 00:04:14,879
I have played mule

150
00:04:14,879 --> 00:04:16,639
way way back. I mean, that cool auction

151
00:04:16,639 --> 00:04:17,440
interaction.

152
00:04:17,440 --> 00:04:19,040
Yeah. Yeah. No, that was

153
00:04:19,040 --> 00:04:20,400
almost expecting, you know, some kind of

154
00:04:20,400 --> 00:04:21,519
like exciting point here where I'm

155
00:04:21,519 --> 00:04:22,720
trying to bid with other players for a

156
00:04:22,720 --> 00:04:24,160
property that's very desirable.

157
00:04:24,160 --> 00:04:27,280
I I think showcasing that might be might

158
00:04:27,280 --> 00:04:29,040
be a good direction to go or creating

159
00:04:29,040 --> 00:04:30,880
some sort of moment where everyone's

160
00:04:30,880 --> 00:04:31,759
throwing money at each other.

161
00:04:31,759 --> 00:04:32,720
Dramatic tension. Yeah.

162
00:04:32,720 --> 00:04:34,320
Yeah. Yeah. And that might that could be

163
00:04:34,320 --> 00:04:35,759
broadcasted out to other players where

164
00:04:35,759 --> 00:04:38,240
they get to watch this this battle of of

165
00:04:38,240 --> 00:04:40,080
bucks and dollars go go back and forth,

166
00:04:40,080 --> 00:04:40,960
right? It was actually also an

167
00:04:40,960 --> 00:04:41,840
interesting combination of kind of

168
00:04:41,840 --> 00:04:43,440
turnbased and real time. Yeah.

169
00:04:43,440 --> 00:04:44,639
Because that part of the auction was

170
00:04:44,639 --> 00:04:45,680
real time. Rest was

171
00:04:45,680 --> 00:04:46,960
turn based. Yeah. Yeah. Yeah. So you had

172
00:04:46,960 --> 00:04:48,560
this constant uh tension between whether

173
00:04:48,560 --> 00:04:49,600
or not you were paying attention to the

174
00:04:49,600 --> 00:04:50,880
real time component of the game.

175
00:04:50,880 --> 00:04:52,320
Yeah. So if I'm playing this online

176
00:04:52,320 --> 00:04:53,600
against other players and you would be

177
00:04:53,600 --> 00:04:54,000
playing this,

178
00:04:54,000 --> 00:04:54,960
how long is a turn?

179
00:04:54,960 --> 00:04:58,720
So a turn is an average of about 35

180
00:04:58,720 --> 00:05:00,639
seconds. The early turns you have more

181
00:05:00,639 --> 00:05:00,800
time.

182
00:05:00,800 --> 00:05:01,680
Oh, so it's fast.

183
00:05:01,680 --> 00:05:03,120
It's fast. Yeah. The early turns you

184
00:05:03,120 --> 00:05:04,720
have more time. You have 45 seconds and

185
00:05:04,720 --> 00:05:05,919
then near the end of the game you have

186
00:05:05,919 --> 00:05:06,720
about 25 seconds.

187
00:05:06,720 --> 00:05:07,840
So that's a lot of your dramatic tension

188
00:05:07,840 --> 00:05:10,000
is how much you can accomplish in 35 40

189
00:05:10,000 --> 00:05:10,320
seconds,

190
00:05:10,320 --> 00:05:11,600
right? I'm not sure how much of the game

191
00:05:11,600 --> 00:05:14,479
I want to be about time management,

192
00:05:14,479 --> 00:05:16,639
right? I would like players to feel

193
00:05:16,639 --> 00:05:18,639
comfortable enough with the time they're

194
00:05:18,639 --> 00:05:20,080
given to make the decisions and choices

195
00:05:20,080 --> 00:05:21,360
they have. So that was one of the

196
00:05:21,360 --> 00:05:22,960
reasons why we limited it to five

197
00:05:22,960 --> 00:05:24,160
properties. Right now we have two of

198
00:05:24,160 --> 00:05:24,639
five max.

199
00:05:24,639 --> 00:05:25,520
Much easier to Yeah.

200
00:05:25,520 --> 00:05:27,120
Yeah. Previously you didn't have a limit

201
00:05:27,120 --> 00:05:29,280
and I got up to 40 properties and so I

202
00:05:29,280 --> 00:05:31,280
had 45 seconds to make decisions on 40

203
00:05:31,280 --> 00:05:32,880
properties and I was having a very

204
00:05:32,880 --> 00:05:33,840
stressful time of it.

205
00:05:33,840 --> 00:05:34,880
Tell me a little bit about what you've

206
00:05:34,880 --> 00:05:36,479
learned in testing.

207
00:05:36,479 --> 00:05:39,440
So we've learned uh that people really

208
00:05:39,440 --> 00:05:42,560
like they see houses as almost like

209
00:05:42,560 --> 00:05:43,199
people.

210
00:05:43,199 --> 00:05:44,800
Okay. They see houses as having

211
00:05:44,800 --> 00:05:47,600
identities and having stories and

212
00:05:47,600 --> 00:05:49,520
locations as having those identities and

213
00:05:49,520 --> 00:05:51,840
stories. They see this as a tragedy

214
00:05:51,840 --> 00:05:53,440
playing out before them, right? This is

215
00:05:53,440 --> 00:05:55,360
a train wreck happening and they're

216
00:05:55,360 --> 00:05:57,120
trying to profit from it, which is

217
00:05:57,120 --> 00:05:58,320
uncomfortable for some people.

218
00:05:58,320 --> 00:05:59,199
You know, I think it's going to have a

219
00:05:59,199 --> 00:06:01,440
whole lot to do with the pacing of it.

220
00:06:01,440 --> 00:06:03,919
Uh, you know, 35 seconds is a new player

221
00:06:03,919 --> 00:06:05,039
going to feel like it's overwhelming.

222
00:06:05,039 --> 00:06:06,319
All the other people are know exactly

223
00:06:06,319 --> 00:06:07,759
what they're doing and I haven't even

224
00:06:07,759 --> 00:06:09,039
started in 35 seconds.

225
00:06:09,039 --> 00:06:09,520
Yeah, exactly.

226
00:06:09,520 --> 00:06:10,639
Is there some way to kind of moderate

227
00:06:10,639 --> 00:06:11,600
that?

228
00:06:11,600 --> 00:06:14,000
Yeah. some some delicate onboarding is

229
00:06:14,000 --> 00:06:15,199
probably a good next step because

230
00:06:15,199 --> 00:06:17,039
that'll also let us get to new testers

231
00:06:17,039 --> 00:06:18,880
without having to sit them all down like

232
00:06:18,880 --> 00:06:20,000
this and walk them through all the

233
00:06:20,000 --> 00:06:20,479
steps.

234
00:06:20,479 --> 00:06:21,919
I almost wonder I've never really seen a

235
00:06:21,919 --> 00:06:23,199
game like this. I could almost imagine

236
00:06:23,199 --> 00:06:25,360
something where you're interle players

237
00:06:25,360 --> 00:06:27,680
are in certain zones where they get a

238
00:06:27,680 --> 00:06:29,120
minute and one of their turns is equal

239
00:06:29,120 --> 00:06:30,639
to two turns of an experienced player.

240
00:06:30,639 --> 00:06:30,880
Oh.

241
00:06:30,880 --> 00:06:32,560
And so you keep it in lock step, but the

242
00:06:32,560 --> 00:06:34,400
new players actually get longer and

243
00:06:34,400 --> 00:06:36,800
they're on the same time cycle, but it's

244
00:06:36,800 --> 00:06:38,479
kind of a interled.

245
00:06:38,479 --> 00:06:40,160
Yeah. Yeah. Yeah. And maybe they're

246
00:06:40,160 --> 00:06:42,720
okay. I can certainly see some really

247
00:06:42,720 --> 00:06:44,400
interesting balance point being reached

248
00:06:44,400 --> 00:06:46,800
there. We could even use them as the

249
00:06:46,800 --> 00:06:48,400
generators of content for the players

250
00:06:48,400 --> 00:06:49,919
who are playing faster games. So instead

251
00:06:49,919 --> 00:06:52,479
of having that invisible economic agent

252
00:06:52,479 --> 00:06:53,280
behind the

253
00:06:53,280 --> 00:06:54,080
maybe they're buying the cheaper

254
00:06:54,080 --> 00:06:55,199
properties, maybe the residential

255
00:06:55,199 --> 00:06:57,199
properties are on this every other time

256
00:06:57,199 --> 00:06:58,720
scale, you have a minute, when you get

257
00:06:58,720 --> 00:07:00,080
into the more expensive commercial

258
00:07:00,080 --> 00:07:01,680
properties, it's every 30 seconds and

259
00:07:01,680 --> 00:07:02,639
that's experienced player.

260
00:07:02,639 --> 00:07:04,960
Yeah. Yeah. And so we have a way for

261
00:07:04,960 --> 00:07:07,440
them to play together but also at their

262
00:07:07,440 --> 00:07:07,840
own

263
00:07:07,840 --> 00:07:08,960
at their own pace and they don't feel

264
00:07:08,960 --> 00:07:10,160
like they you know it doesn't feel too

265
00:07:10,160 --> 00:07:11,520
fast for the beginning player or too

266
00:07:11,520 --> 00:07:12,639
slow for the experienced player.

267
00:07:12,639 --> 00:07:13,360
I hadn't thought of that.

268
00:07:13,360 --> 00:07:15,360
I grew up playing turn-based games and

269
00:07:15,360 --> 00:07:17,360
some of these like you know turn-based

270
00:07:17,360 --> 00:07:19,280
war games I'd spend an hour sitting

271
00:07:19,280 --> 00:07:20,479
there playing every little thing. You

272
00:07:20,479 --> 00:07:22,080
know other times they go a lot faster

273
00:07:22,080 --> 00:07:23,120
but when you're having to wait for other

274
00:07:23,120 --> 00:07:24,720
players and I've done all my stuff in 30

275
00:07:24,720 --> 00:07:25,680
seconds and I'm waiting for the

276
00:07:25,680 --> 00:07:26,960
fiveminute turn to end. Yeah.

277
00:07:26,960 --> 00:07:28,240
You know it's incredibly boring.

278
00:07:28,240 --> 00:07:29,360
Absolutely. So, I think figuring out

279
00:07:29,360 --> 00:07:30,720
some way to where players can kind of

280
00:07:30,720 --> 00:07:34,000
select the time uh scale at which

281
00:07:34,000 --> 00:07:35,919
they're comfortable, which also might be

282
00:07:35,919 --> 00:07:37,599
the level of experience or risk, you

283
00:07:37,599 --> 00:07:39,520
know, that they're encountering.

284
00:07:39,520 --> 00:07:40,960
Can I zoom into the visuals like where

285
00:07:40,960 --> 00:07:42,080
the water's coming up? I just want to

286
00:07:42,080 --> 00:07:42,720
Let's get in there.

287
00:07:42,720 --> 00:07:44,960
Oh, yeah. That's cool. I like this.

288
00:07:44,960 --> 00:07:46,000
Yeah. So, we can look around.

289
00:07:46,000 --> 00:07:47,440
Can you rotate the map or is it

290
00:07:47,440 --> 00:07:50,319
Right now it's staying north to west to

291
00:07:50,319 --> 00:07:52,000
southeast. Um, it's staying kind of

292
00:07:52,000 --> 00:07:52,319
locked.

293
00:07:52,319 --> 00:07:53,280
You can kind of zoom in and see this is

294
00:07:53,280 --> 00:07:55,599
where I live. All the water. Um,

295
00:07:55,599 --> 00:07:56,720
you know, you mentioned it right at the

296
00:07:56,720 --> 00:07:59,039
beginning that some players found it uh

297
00:07:59,039 --> 00:08:01,039
little macob or uh

298
00:08:01,039 --> 00:08:02,080
a little distressing.

299
00:08:02,080 --> 00:08:02,639
Distressing.

300
00:08:02,639 --> 00:08:03,199
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
00:08:08,000 --> 00:08:09,120
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
00:08:15,680 --> 00:08:17,360
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
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the bat is going to be um moderating the

333
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player involvement and skill level such

334
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that new players don't feel overwhelmed

335
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by the pace of the game. Yeah. Or the

336
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opportunities that the other players are

337
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taking from them, you know, that you

338
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don't have the new experienced players

339
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preying on the the newbies, you know.

340
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But I I really like the idea and I think

341
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uh your pitch was very effective and

342
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intriguing as well because right off the

343
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bat you didn't really uh talk about

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genre. You just kind of talked about

345
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here's the topic, here's how it plays

346
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and in my mind I was starting to play

347
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the game and it sounded fun. So I think

348
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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

350
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players as you scale up.

1
00:00:10,400 --> 00:00:12,080
As I think about platforms, you know,

2
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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

5
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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

8
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China, in America? Is it being played by

9
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serious gamers in Germany? And the third

10
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being the actual demographic, the

11
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person. Is this being played by young

12
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girls, by older men, by a whole family

13
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together? Is it a very social

14
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experience? So really there almost like

15
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three platforms we're dealing with here.

16
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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

19
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three is totally important. You know, I

20
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think that we are getting a lot of

21
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freedom on the technological platform

22
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that we did not have before. If it's a,

23
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you know, really big game, you can

24
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eventually put it on any platform you

25
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want to really. you know, it's a matter

26
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of where you start. You know, the other

27
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ones, you know, are really going to be

28
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much more constrained over time. You

29
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know, if this game is really targeting

30
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12-year-old girls, it doesn't matter

31
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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

34
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three together as the platform.

35
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The whole world has changed so much you

36
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know in terms of you know app markets,

37
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mobile tablets uh online and you know it

38
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looked you know with console development

39
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and really big PC game development you

40
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know the teams were getting larger and

41
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larger the budgets in the tens of

42
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millions of dollars and uh all of a

43
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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
00:01:42,799 --> 00:01:44,640
have $50 million and a team of you know

46
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100 people to design a game. Now it's

47
00:01:46,960 --> 00:01:48,640
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

50
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on an iPad or whatever and release it

51
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pretty effectively on the app store.

52
00:01:56,799 --> 00:01:58,079
Now, it's a matter of, you know, press

53
00:01:58,079 --> 00:01:59,280
and marketing and how you actually get

54
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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

56
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create and have it available to people

57
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and also to learn about it, you know,

58
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very quickly and iterate on it. So the

59
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dynamics have changed dramatically and I

60
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like that idea just as a design point of

61
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view that um now I have the opportunity

62
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to learn much more effectively and much

63
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faster for our players and shift

64
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directions you know pivot very easily

65
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whereas before pivots were incredibly

66
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expensive. So to me and you know also

67
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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

69
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you know my laptop my laptop my uh iPad

70
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or my phone with me in my pocket. I can

71
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have, you know, parts of the game that

72
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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

74
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minute or two, go home, pick up my iPad,

75
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do something else, but still play it,

76
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you know, in a browser on my PC if I

77
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want to. So, the fact that the game is

78
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becoming kind of more platform

79
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independent, uh, is very attractive to

80
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me as a designer.

81
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I think nowadays we actually have a much

82
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wider range of potential business models

83
00:03:03,519 --> 00:03:05,280
than we used to. You know, it used to be

84
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that you basically had to put this in a

85
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box and sell it for $40. You know,

86
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unless it was something that people

87
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would pay $40 for and go to the store

88
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and buy off the shelf, you know, it

89
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wasn't going to make sense. Now we have

90
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a wide range of ways, freeto play,

91
00:03:18,400 --> 00:03:20,720
monetize incrementally, you know,

92
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whatever it is. But uh I think from the

93
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designer point of view, you

94
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fundamentally have to create a

95
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compelling

96
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uh excellent unique experience. And if

97
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you really hit that mark now, you have

98
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all number of opportunities for

99
00:03:34,720 --> 00:03:36,480
monetizing. You know, I I don't really

100
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think in terms of let's first decide how

101
00:03:38,319 --> 00:03:39,760
we're going to monetize this and now

102
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let's design it. I think in terms of

103
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let's design something that's going to

104
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be just so damn cool that people are

105
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going to want it. And now we have this

106
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whole range of ways in which we can

107
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choose to monetize it, you know, and

108
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over time as we're developing the game

109
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and the world around us is changing very

110
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rapidly as well. And look at the

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platforms we're on, we can zero in on

112
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the right monetary model or we might

113
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even offer several different monetary

114
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models. It didn't have to be just one.

115
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We have this wide range of economic

116
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models now, how to monetize your game.

117
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Uh, and a lot of that's going to be

118
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relative to your player base. You know,

119
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who who are expecting to buy this game

120
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or play this game. And these people,

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depending on who they are, are going to

122
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be have certain comfort zones and

123
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certain kind of uncomfort zones. And

124
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some people, they were coming from World

125
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of Warcraft and they're used to, you

126
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know, subscription. Other people aren't.

127
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You know, for them, they have to

128
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download it for free and be able to play

129
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it for 5 hours before they will spend a

130
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dime on it. Uh, that's going to depend a

131
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lot on that. So, I think once you start

132
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zeroing in and getting a sense of who's

133
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playing this game, what their prior

134
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experience is, and how they are used to

135
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monetizing their entertainment, then you

136
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can figure out I think it's easier to

137
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now adapt your game design to that

138
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monetary model than it is to pick a

139
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monetary model and then force it on

140
00:04:49,199 --> 00:04:53,240
people that are uncomfortable with it.

141
00:04:58,080 --> 00:05:01,840
I tend to not want to get too uh

142
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dependent on specific affordances, you

143
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know, through interface or otherwise in

144
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a platform, but uh if they're there,

145
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happily use them, you know, and again,

146
00:05:12,080 --> 00:05:14,479
the goal being that the interface and my

147
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agency through into this game should be

148
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transparent. So, if anything actually

149
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makes that, you know, agency feel more

150
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transparent and disappear in my head,

151
00:05:21,440 --> 00:05:23,840
fine, I'll use it. uh whether it's VR,

152
00:05:23,840 --> 00:05:25,919
whether it's an accelerometer, my phone,

153
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or a joystick on my desktop, I'd say

154
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that I would not want to build a game

155
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concept that's just built around the

156
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accelerometer for instance. I mean,

157
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maybe parts of the game could be used

158
00:05:35,280 --> 00:05:37,360
that uh but not a critical part. You

159
00:05:37,360 --> 00:05:38,479
know, if I have to have the phone, but

160
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maybe I'm using my iPad, I don't want to

161
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tilt the screen, whatever it might be.

162
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So, I'd say I would use these things as

163
00:05:43,280 --> 00:05:48,400
kind of like upside or um affordance uh

164
00:05:48,400 --> 00:05:50,639
should I say lower the friction of the

165
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interaction with the player, but not

166
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something that the game features are

167
00:05:53,840 --> 00:05:56,080
totally dependent upon. But, uh

168
00:05:56,080 --> 00:05:57,440
occasionally, you know, I'll find things

169
00:05:57,440 --> 00:05:59,120
like that that change the way I feel

170
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about a game. I played a lot of racing

171
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games on the PC and they're kind of fun,

172
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you know, and all that. And first time I

173
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played a racing game on my iPad, I was

174
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actually holding it and just turning the

175
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whole iPad. And it felt so much more

176
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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

179
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games on my iPad more just because it

180
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felt so natural tilting it back and

181
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forth. So sometimes these things will uh

182
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zero you in on something that gets you

183
00:06:22,960 --> 00:06:24,479
into a different dynamic than you had

184
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before.

185
00:06:32,560 --> 00:06:34,800
I always preferred PC development just

186
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because it was in some ways a lot more

187
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malleable. It was easier to iterate,

188
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easier to kind of try out and go

189
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different directions. You know, the

190
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consoles, you know, were in this very

191
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kind of lockstep uh generation release

192
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cycles. You know, every 5 years it'd be

193
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the next Xbox or the next PlayStation.

194
00:06:52,160 --> 00:06:53,919
Uh the PC was something that was kind of

195
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slowly ramping the whole time. And uh

196
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also the PC initially was a much better

197
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platform for social sharing and things

198
00:07:02,800 --> 00:07:04,319
like that. People on their PCs were

199
00:07:04,319 --> 00:07:06,479
connected to the network uh much more

200
00:07:06,479 --> 00:07:08,240
readily until the consoles were and even

201
00:07:08,240 --> 00:07:09,840
the consoles typically was like these

202
00:07:09,840 --> 00:07:11,680
walled gardens where if you did on this

203
00:07:11,680 --> 00:07:12,880
platform you couldn't really cross over

204
00:07:12,880 --> 00:07:14,800
to that platform and a lot of licensing

205
00:07:14,800 --> 00:07:16,479
restrictions and things like that. So

206
00:07:16,479 --> 00:07:18,400
the PC just you know to me was always

207
00:07:18,400 --> 00:07:21,199
kind of a more free open-ended design

208
00:07:21,199 --> 00:07:23,280
platform. to become a console developer,

209
00:07:23,280 --> 00:07:24,720
you also needed to buy an expensive

210
00:07:24,720 --> 00:07:27,440
console system and so many workstations

211
00:07:27,440 --> 00:07:28,800
and you know there's a lot of expense to

212
00:07:28,800 --> 00:07:31,759
it you know and you know we started my

213
00:07:31,759 --> 00:07:33,759
first company Maxis on a shoestring and

214
00:07:33,759 --> 00:07:35,120
you know it was we can always just buy

215
00:07:35,120 --> 00:07:37,440
PCs cheap get programmers you know so

216
00:07:37,440 --> 00:07:40,319
economically it was much uh easier entry

217
00:07:40,319 --> 00:07:42,960
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
00:07:44,800 --> 00:07:46,800
stuff on the Macintosh first and we

220
00:07:46,800 --> 00:07:49,039
would convert to the PC later uh the

221
00:07:49,039 --> 00:07:50,639
Macintosh was just kind of a joy to

222
00:07:50,639 --> 00:07:52,080
program it was very clean system didn't

223
00:07:52,080 --> 00:07:53,759
have all the different, you know, video

224
00:07:53,759 --> 00:07:55,840
card and configuration issues. But there

225
00:07:55,840 --> 00:07:57,280
turned out to be something else that was

226
00:07:57,280 --> 00:07:59,520
actually really to our benefit, which is

227
00:07:59,520 --> 00:08:01,520
that in the early days, most of the

228
00:08:01,520 --> 00:08:04,080
journalists out there had Macs, not PCs.

229
00:08:04,080 --> 00:08:05,599
And since our games were released on the

230
00:08:05,599 --> 00:08:06,960
Mac first, they were some of the very

231
00:08:06,960 --> 00:08:09,840
first decent games on the Mac. And so

232
00:08:09,840 --> 00:08:11,199
writers that were writing for these

233
00:08:11,199 --> 00:08:12,560
different magazines, you know, they

234
00:08:12,560 --> 00:08:14,000
would tend to, you know, see our games

235
00:08:14,000 --> 00:08:15,120
as one of the few they could actually

236
00:08:15,120 --> 00:08:18,080
kind of try. And uh then if they liked

237
00:08:18,080 --> 00:08:19,199
it a lot, they would write about it

238
00:08:19,199 --> 00:08:20,400
because that's what they wrote on was

239
00:08:20,400 --> 00:08:22,080
the Mac, you know. So our first big

240
00:08:22,080 --> 00:08:23,840
break was I think it was in Newsweek

241
00:08:23,840 --> 00:08:26,319
magazine. You know the first full page

242
00:08:26,319 --> 00:08:28,000
review of a computer game was in

243
00:08:28,000 --> 00:08:29,759
Newsweek and it was because the writer

244
00:08:29,759 --> 00:08:31,120
happened to have a Mac and our game was

245
00:08:31,120 --> 00:08:32,240
available on the Mac, one of the few

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games and he loved it and he wrote about

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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

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Within these games, within these worlds,

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there are a lot of moving parts, you

3
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know, a lot of dynamics. You want this

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to be a rich, interesting environment

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for the player to explore. My approach

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has always been to kind of step back and

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think of this whole thing as a system.

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You know, what is the system that's

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happening here? And actually, when you

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get down to the engineering of things

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like simulations, you really do need to

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think of it as a system. And you need to

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kind of think about, you know, what is

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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

167
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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

191
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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

197
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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

201
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came out. A guy name Jay Forester kind

202
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of came up with this concept and it's

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almost uh hydraological. It's it's

204
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almost based upon like a chemical

205
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refinery. And that in system dynamics,

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you just basically have valves and flows

207
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in containers. A container might be

208
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population or it might be number of

209
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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,

212
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you know, for the birth rate, death

213
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rate. You can see what the population

214
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does over time. and he would build these

215
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very elaborate models of very

216
00:07:31,599 --> 00:07:33,039
complicated systems. You know, things

217
00:07:33,039 --> 00:07:35,039
like the world, you know, food

218
00:07:35,039 --> 00:07:36,720
production or in fact he was the first

219
00:07:36,720 --> 00:07:38,639
person to actually build a city model

220
00:07:38,639 --> 00:07:40,639
using this kind of paradigm. The next

221
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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

223
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own uh when PCs were really starting to

224
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come out and people had access to

225
00:07:48,560 --> 00:07:50,240
cheaper computers although in fact

226
00:07:50,240 --> 00:07:52,479
cellular automter were predated system

227
00:07:52,479 --> 00:07:55,280
dynamics. So automa are basically the

228
00:07:55,280 --> 00:07:59,520
idea that there's a grid and cells and

229
00:07:59,520 --> 00:08:01,520
these cells can have you know either be

230
00:08:01,520 --> 00:08:03,680
on or off or have quantities in them but

231
00:08:03,680 --> 00:08:05,520
basically all the dynamics within that

232
00:08:05,520 --> 00:08:07,199
are based upon the neighbors and the

233
00:08:07,199 --> 00:08:09,039
behavior of neighbors. The simplest

234
00:08:09,039 --> 00:08:11,280
example of this is a game called life.

235
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Uh John Conway mathematician came up

236
00:08:13,039 --> 00:08:15,120
with this very simple system and it's a

237
00:08:15,120 --> 00:08:16,879
grid. Actually I'm going to go to the

238
00:08:16,879 --> 00:08:19,599
whiteboard uh just to explain this

239
00:08:19,599 --> 00:08:23,800
because it's actually quite simple.

240
00:08:24,639 --> 00:08:26,960
So in Conway's life, you basically have

241
00:08:26,960 --> 00:08:30,319
a little world. It's a grid. Uh within

242
00:08:30,319 --> 00:08:33,200
this grid, every cell

243
00:08:33,200 --> 00:08:35,039
can either have one of two states. It's

244
00:08:35,039 --> 00:08:37,360
either alive and it's full or it's dead

245
00:08:37,360 --> 00:08:39,839
and it's off. Now, the rules for life

246
00:08:39,839 --> 00:08:43,200
basically say that, you know, if one

247
00:08:43,200 --> 00:08:46,320
cell right here has exactly three

248
00:08:46,320 --> 00:08:47,920
neighbors, and we're counting all the

249
00:08:47,920 --> 00:08:49,839
neighbors like that. If there are

250
00:08:49,839 --> 00:08:53,040
exactly three cells alive around it like

251
00:08:53,040 --> 00:08:55,440
so, this empty cell now comes to life.

252
00:08:55,440 --> 00:08:57,760
On the next turn, a new cell appears

253
00:08:57,760 --> 00:09:02,000
here. Now, if a given cell is already

254
00:09:02,000 --> 00:09:06,320
alive and it has

255
00:09:06,320 --> 00:09:10,560
three or two neighbors, it stays there.

256
00:09:10,560 --> 00:09:12,880
If it has less than two or more than

257
00:09:12,880 --> 00:09:14,480
three, it dies. So, this one only has

258
00:09:14,480 --> 00:09:16,800
one neighbor, so it dies. So basically

259
00:09:16,800 --> 00:09:18,880
that's the whole rule set for Conway's

260
00:09:18,880 --> 00:09:21,279
life. Now it sounds very simple you know

261
00:09:21,279 --> 00:09:22,240
you're just counting whether it has two

262
00:09:22,240 --> 00:09:23,920
or three rule you know neighbors and

263
00:09:23,920 --> 00:09:26,160
whether it comes to life or dies. Turns

264
00:09:26,160 --> 00:09:27,600
out that when you turn this on and you

265
00:09:27,600 --> 00:09:29,839
put a few cells in there's an explosion

266
00:09:29,839 --> 00:09:31,760
of complexity. All this stuff starts

267
00:09:31,760 --> 00:09:34,080
happening really unpredictable uh

268
00:09:34,080 --> 00:09:35,760
surprising stuff and people have studied

269
00:09:35,760 --> 00:09:38,240
this thing for years. I spent months

270
00:09:38,240 --> 00:09:40,000
studying you know in fact I taught

271
00:09:40,000 --> 00:09:41,920
myself programming trying to program

272
00:09:41,920 --> 00:09:43,360
life and make it faster and faster and

273
00:09:43,360 --> 00:09:46,560
faster. So uh and you can take something

274
00:09:46,560 --> 00:09:49,680
in as an example

275
00:09:49,680 --> 00:09:52,480
if you put this shape into life at the

276
00:09:52,480 --> 00:09:55,279
very beginning and just start it, it

277
00:09:55,279 --> 00:09:57,680
will explode into this whole set of

278
00:09:57,680 --> 00:09:59,040
hundreds of things that start moving

279
00:09:59,040 --> 00:10:01,839
around and have behavior and it's always

280
00:10:01,839 --> 00:10:02,880
exactly the same every time. It's

281
00:10:02,880 --> 00:10:05,839
deterministic. Uh but it's all a result

282
00:10:05,839 --> 00:10:08,800
of that two simple little rules. And

283
00:10:08,800 --> 00:10:10,399
this is, you know, one of the best

284
00:10:10,399 --> 00:10:13,120
examples of emergence that, uh, Conway,

285
00:10:13,120 --> 00:10:15,440
who programmed this, discovered it. Uh,

286
00:10:15,440 --> 00:10:16,880
there was no way he could have predicted

287
00:10:16,880 --> 00:10:18,399
the elaborate behaviors that were going

288
00:10:18,399 --> 00:10:19,519
to happen in this little world based

289
00:10:19,519 --> 00:10:21,839
upon those two rules. Uh, it just

290
00:10:21,839 --> 00:10:23,600
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
00:10:25,600 --> 00:10:27,680
amazingly complex little world that's

293
00:10:27,680 --> 00:10:29,360
emerging out of this incredibly simple

294
00:10:29,360 --> 00:10:31,600
little rule set. Somebody asked me just

295
00:10:31,600 --> 00:10:33,040
recently what my favorite game was, and

296
00:10:33,040 --> 00:10:35,519
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
00:10:37,120 --> 00:10:39,600
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
00:10:47,920 --> 00:10:49,519
aesthetic for game design. What is the

304
00:10:49,519 --> 00:10:50,880
simplest set of rules that you can

305
00:10:50,880 --> 00:10:53,920
create that leads to the widest range of

306
00:10:53,920 --> 00:10:55,519
complexity and the most interesting

307
00:10:55,519 --> 00:10:58,320
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
00:11:05,200 --> 00:11:06,800
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
00:11:14,000 --> 00:11:15,920
basically containers, you know, with

316
00:11:15,920 --> 00:11:18,399
whatever, let's say, population and

317
00:11:18,399 --> 00:11:20,880
then, you know, little valves that would

318
00:11:20,880 --> 00:11:22,720
control, you know, this might be birth

319
00:11:22,720 --> 00:11:24,640
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
00:11:47,279 --> 00:11:48,560
building what they called the world

330
00:11:48,560 --> 00:11:50,480
dynamic model and they actually started

331
00:11:50,480 --> 00:11:52,000
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
00:11:58,160 --> 00:11:59,600
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
00:12:01,040 --> 00:12:02,959
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
00:12:09,200 --> 00:12:10,880
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
00:03:35,120 --> 00:03:36,879
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
00:03:40,239 --> 00:03:42,239
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
00:03:46,799 --> 00:03:48,239
team have to come back to you and say

110
00:03:48,239 --> 00:03:50,480
what's the plan this week but as you're

111
00:03:50,480 --> 00:03:51,920
making these incremental or iterative

112
00:03:51,920 --> 00:03:54,080
changes you're updating it on the wiki

113
00:03:54,080 --> 00:03:56,319
you know pretty consistently everybody

114
00:03:56,319 --> 00:03:57,599
can always go back there and find out

115
00:03:57,599 --> 00:03:59,280
okay what's the current plan for our

116
00:03:59,280 --> 00:04:02,480
animation system or this or that uh and

117
00:04:02,480 --> 00:04:04,959
we found that to be pretty uh effective

118
00:04:04,959 --> 00:04:06,239
you know just in terms of time

119
00:04:06,239 --> 00:04:08,000
management and all that. One thing I

120
00:04:08,000 --> 00:04:09,439
noticed you know when I started doing

121
00:04:09,439 --> 00:04:11,200
games I was doing almost everything. I

122
00:04:11,200 --> 00:04:12,799
was writing the manual doing the art

123
00:04:12,799 --> 00:04:14,720
sound and all that. Uh then I started

124
00:04:14,720 --> 00:04:16,639
working in small teams you know four or

125
00:04:16,639 --> 00:04:18,959
five people eventually it was like 10 20

126
00:04:18,959 --> 00:04:21,519
people. When I was teams are around 10

127
00:04:21,519 --> 00:04:23,680
or 20 people I found that we would spend

128
00:04:23,680 --> 00:04:26,320
about three hours actually doing work

129
00:04:26,320 --> 00:04:28,080
for every hour we spent in meetings

130
00:04:28,080 --> 00:04:30,560
together. As I started working on larger

131
00:04:30,560 --> 00:04:33,280
and larger teams up toward 80 people,

132
00:04:33,280 --> 00:04:36,240
90, 100, uh it was the inverse. We were

133
00:04:36,240 --> 00:04:37,680
spending actually three hours in

134
00:04:37,680 --> 00:04:39,440
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
00:04:42,800 --> 00:04:45,280
you know, obviously

137
00:04:45,280 --> 00:04:47,120
topheavy and you know, you're wasting

138
00:04:47,120 --> 00:04:48,400
way too much time on communication

139
00:04:48,400 --> 00:04:50,080
there. But now we have more and more

140
00:04:50,080 --> 00:04:51,919
tools coming online that allow us to

141
00:04:51,919 --> 00:04:53,919
collaborate more effectively with a lot

142
00:04:53,919 --> 00:04:55,360
less effort. We don't all have to sit in

143
00:04:55,360 --> 00:04:57,360
a room at the same time for an hour

144
00:04:57,360 --> 00:04:59,280
having a meeting about something all the

145
00:04:59,280 --> 00:05:00,160
time, you know, we can actually

146
00:05:00,160 --> 00:05:02,080
eliminate most of those meetings. So

147
00:05:02,080 --> 00:05:03,840
these documents really I think it's more

148
00:05:03,840 --> 00:05:07,360
a matter of uh group memory, you know,

149
00:05:07,360 --> 00:05:09,280
and that's what a wiki for me kind of is

150
00:05:09,280 --> 00:05:11,199
is like, you know, me and two other

151
00:05:11,199 --> 00:05:12,560
designers decided we're going to do

152
00:05:12,560 --> 00:05:14,720
this. We put on the wiki. If you know,

153
00:05:14,720 --> 00:05:15,680
somebody wants to find out what we're

154
00:05:15,680 --> 00:05:16,880
doing, they look at that or if they have

155
00:05:16,880 --> 00:05:18,240
an issue with that and they look at it

156
00:05:18,240 --> 00:05:19,199
and they come to us and say, "Hey,

157
00:05:19,199 --> 00:05:20,080
there's a problem with what you

158
00:05:20,080 --> 00:05:21,600
decided." You know, then we kind of

159
00:05:21,600 --> 00:05:23,440
revisit it. But you kind of wait for

160
00:05:23,440 --> 00:05:25,600
these things to happen and you basically

161
00:05:25,600 --> 00:05:28,160
try to get everybody on the team to

162
00:05:28,160 --> 00:05:32,360
respect that mode of communication.

163
00:05:37,919 --> 00:05:40,560
Well, criticism uh actually depends a

164
00:05:40,560 --> 00:05:41,759
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
00:05:43,360 --> 00:05:45,120
our team are very familiar with the idea

167
00:05:45,120 --> 00:05:46,400
of criticism because they go through art

168
00:05:46,400 --> 00:05:47,680
critiques and art school and stuff like

169
00:05:47,680 --> 00:05:48,560
that. You know, they're very comfortable

170
00:05:48,560 --> 00:05:50,080
with that idea. Programmers are not.

171
00:05:50,080 --> 00:05:51,280
programmers hate other people looking at

172
00:05:51,280 --> 00:05:54,080
their code and criticizing it. Uh, you

173
00:05:54,080 --> 00:05:57,120
know, designers tend to be uh somewhere

174
00:05:57,120 --> 00:06:00,560
in between really, but um I'd much

175
00:06:00,560 --> 00:06:03,039
rather feel like an idea was tested

176
00:06:03,039 --> 00:06:06,160
against criticism and survived it than

177
00:06:06,160 --> 00:06:07,919
feel like it sailed through, you know,

178
00:06:07,919 --> 00:06:10,400
unchallenged. Uh, and if somebody comes

179
00:06:10,400 --> 00:06:12,479
to me with a criticism of my design, you

180
00:06:12,479 --> 00:06:14,080
know, at first I will try to, you know,

181
00:06:14,080 --> 00:06:15,440
just kind of say, okay, well, I'm glad

182
00:06:15,440 --> 00:06:17,039
that you're at least speaking up and I

183
00:06:17,039 --> 00:06:19,440
might disagree and but I will, you know,

184
00:06:19,440 --> 00:06:21,520
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
00:06:22,560 --> 00:06:23,759
while, you know, everybody's going to

187
00:06:23,759 --> 00:06:25,680
have an initial kind of defensive

188
00:06:25,680 --> 00:06:27,680
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
00:06:29,039 --> 00:06:31,039
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
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think it's a good idea or they sell me

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on it. And that's a big process. You a

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big part of it is when somebody's

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criticizing it, can they present an

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alternative? You know, it's not okay to

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just say that's bad. I don't like that.

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But if they say, I think this would be

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better than that. and they can really

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sell me that this is better than that or

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maybe even sell other members of the

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team you know so maybe I don't agree but

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maybe the other designers start thinking

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hey I think that is maybe a better idea

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uh and I'm trying to sell my idea

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against that you know now it's in a

214
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Darwinian process and I think that's you

215
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know a place I would like it to be you

216
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know I'd like you know you don't want an

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idea that you know is getting through

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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.

234
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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

242
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say everything is great or I love all

243
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that or that, you know, if they really

244
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don't like something, they just get

245
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quiet and don't say anything. I would

246
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rather them, even if I think they're

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wrong, I would much rather them speak up

248
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and clearly say what they think. That's

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the thing that I think is missing kind

250
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of the most on the teams I built is

251
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enough constructive criticism. Uh you

252
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don't want people just saying, "Okay,

253
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we'll do whatever you say and go do it."

254
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You know, I'd love to have people push

255
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back on me and do things like that. Um

256
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and not just on the design, you know,

257
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also just on the team dynamics and

258
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everything. My art director I worked

259
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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

263
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point, you know, the meeting would just

264
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kind of drag on and on and there'd

265
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always be some point in the meeting at

266
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which Ocean would put up saying, "Can I

267
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leave now? Can I leave now?" And that

268
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basically we knew that the meeting had

269
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hit the mission returns at that point.

270
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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.

1
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I think recently we've seen games evolve

2
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in an area that was kind of unexpected,

3
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let's say, 15 years ago when we had the

4
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rise of the app market and tablets and

5
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smartphones. We're seeing a lot of what

6
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I would call interstitial gaming now.

7
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These are very short consumable game

8
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experiences on a small screen that I can

9
00:00:29,199 --> 00:00:31,439
do in a few minutes on my smartphone.

10
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I've seen some of the most creative

11
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games I've ever seen appearing on

12
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tablets. Uh, you know, it's actually a

13
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really nice format for gaming wherever

14
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you want to be. And, uh, it's, you know,

15
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something that's not doesn't have the

16
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stigma of I'm carrying around a game

17
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machine everywhere because they're using

18
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tablets for everything now. So, I think

19
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those have allowed games to reach a much

20
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wider audience. Um but uh and it's also

21
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allowed diversification and exploration

22
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of kind of indie games and new

23
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experimental gameplay that uh probably

24
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would not have been economically viable

25
00:01:03,359 --> 00:01:07,000
on the older platforms.

26
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Going into the future, I think uh you

27
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know we have VR starting to become more

28
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and more accessible. You know, I've

29
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played a lot of the VR games, which I

30
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enjoy, and it's interesting. As

31
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immersive as VR is, though, it's not the

32
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type of thing where I'm going to be up

33
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all night like I was playing Doom in a

34
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dark room for 5 hours, you know. Uh

35
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there seems to be for almost everybody a

36
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limited time that you can kind of be in

37
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that box, in that world, uh and you

38
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know, without starting to feel really

39
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uncomfortable. You know, I think part of

40
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it is the fact that you're totally

41
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blocked off from the world around you.

42
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And there's something, you know, kind of

43
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inherently disconcerting about that. Uh,

44
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and for that reason and a few others, I

45
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really think that um there's a much

46
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bigger potential, you know, for gaming

47
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and augmented reality games that now are

48
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I'm consuming, you know, without closing

49
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off the world around me and in fact are

50
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occurring placed in the world around me

51
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that have maybe some context even to

52
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where I am and what I'm doing. I think

53
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that the technology there that I've seen

54
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is still several years off, but that

55
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stuff is coming at us so rapidly. You

56
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know, I wouldn't be surprised if I was

57
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seeing some really cool creative stuff

58
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in about 5 years from now, you know, as

59
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the headsets get lighter, more

60
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transparent, less uh kind of social

61
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stigma with Google glasses and whatnot.

62
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Alongside of augmented reality, I think

63
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that uh AI in fact really is going to

64
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make the biggest impact by far. I think

65
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that um and when I mean say AI, I don't

66
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mean, you know, intelligent opponents,

67
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but I mean an intelligent game system

68
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that is understanding the player, you

69
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know, that is watching what the player

70
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is doing and understanding what

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motivates the player, what they enjoy,

72
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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

76
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that uh AI as a moderating either as a

77
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game master or even as a game designer

78
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uh can fundamentally alter the landscape

79
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you know of game design. If you can

80
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imagine an AI that could actually craft

81
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a game uniquely for you. You know it

82
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might be that we all start with the same

83
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kind of generic game as we start playing

84
00:03:20,640 --> 00:03:23,040
it starts learning more about us. Uh

85
00:03:23,040 --> 00:03:24,560
there's a great book by Neil Stevenson,

86
00:03:24,560 --> 00:03:26,640
Diamond Age, and he describes this, you

87
00:03:26,640 --> 00:03:28,239
know, magical book, which is in fact a

88
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supercomput that understands this little

89
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girl, understands the world she lives

90
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in, the context of her uh day-to-day

91
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life, and starts teaching her very

92
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effectively the things that she needs to

93
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know to survive. She's like actually a

94
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homeless girl on the streets, but I can

95
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imagine a gaming system very much like

96
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that that sits there and starts

97
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customizing itself to you. This is

98
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extreme personalization. Basically, if

99
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you had a master game designer sitting

100
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over your shoulder very quickly and

101
00:03:52,720 --> 00:03:55,360
rapidly uh iterating, reprogramming the

102
00:03:55,360 --> 00:03:57,200
game around you to make it more

103
00:03:57,200 --> 00:03:59,120
interesting to you. If an AI could

104
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understand you to that degree, it could

105
00:04:01,760 --> 00:04:05,680
also find other people that are that

106
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similar to you and put you in a shared

107
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experience, you know. So it could be

108
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that it finds, you know, what other

109
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people have had their game world evolve

110
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to fit them in exactly the same way that

111
00:04:15,920 --> 00:04:17,680
you've had your game world evolve to fit

112
00:04:17,680 --> 00:04:20,799
you and, you know, all a sudden put you

113
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in this, you know, together in the same

114
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world. Uh there might also be, you know,

115
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collaborative experiences based upon

116
00:04:26,560 --> 00:04:28,960
this kind of an idea where the AI is

117
00:04:28,960 --> 00:04:31,440
trying to moderate, you know, based

118
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upon, you know, different people their

119
00:04:33,759 --> 00:04:35,600
shared vision or which parts they share,

120
00:04:35,600 --> 00:04:37,280
which parts they don't. And it might be

121
00:04:37,280 --> 00:04:38,960
this would be a very interesting way to

122
00:04:38,960 --> 00:04:41,360
kind of figure out which parts of the

123
00:04:41,360 --> 00:04:42,880
vision we share, which ones we don't.

124
00:04:42,880 --> 00:04:44,720
And maybe the parts we don't become ripe

125
00:04:44,720 --> 00:04:46,479
for gameplay, you know. So there are a

126
00:04:46,479 --> 00:04:47,919
lot of different things this could lead

127
00:04:47,919 --> 00:04:50,720
to. Uh but step one is can we build an

128
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AI that really is starting to understand

129
00:04:53,120 --> 00:04:55,520
the player at a deeply fundamental level

130
00:04:55,520 --> 00:04:57,520
the same way a game designer tries to.

131
00:04:57,520 --> 00:04:59,440
In some sense it scares me. I mean it

132
00:04:59,440 --> 00:05:01,759
almost sounds dangerous that you know

133
00:05:01,759 --> 00:05:03,120
something like that could be so

134
00:05:03,120 --> 00:05:05,919
addictive you know if it was effective.

135
00:05:05,919 --> 00:05:09,199
I almost um wonder you know if we should

136
00:05:09,199 --> 00:05:11,120
somehow avoid it but I know we won't. I

137
00:05:11,120 --> 00:05:12,720
know that you know if it's possible we

138
00:05:12,720 --> 00:05:14,800
will build it but I think that more than

139
00:05:14,800 --> 00:05:18,720
anything else that is going to be um the

140
00:05:18,720 --> 00:05:22,479
most interesting uh disruptive

141
00:05:22,479 --> 00:05:25,199
fundamentally uh gamechanging thing

142
00:05:25,199 --> 00:05:26,320
that's probably going to happen in our

143
00:05:26,320 --> 00:05:27,520
field and I think that could happen

144
00:05:27,520 --> 00:05:32,360
within 15 years or less.

145
00:05:37,360 --> 00:05:39,440
The most fundamental aspect of the

146
00:05:39,440 --> 00:05:42,560
future of game design is it like almost

147
00:05:42,560 --> 00:05:44,479
everything else it's becoming more and

148
00:05:44,479 --> 00:05:46,400
more unpredictable.

149
00:05:46,400 --> 00:05:49,120
You know if you went back a 100 years

150
00:05:49,120 --> 00:05:51,120
ago and asked people what's the world

151
00:05:51,120 --> 00:05:52,960
going to be like in 50 years I think

152
00:05:52,960 --> 00:05:54,080
they would have given you a pretty

153
00:05:54,080 --> 00:05:55,759
reasonable description of the world you

154
00:05:55,759 --> 00:05:58,960
know in 50 years later. If you, you

155
00:05:58,960 --> 00:06:00,639
know, went back, let's say, to 1950s and

156
00:06:00,639 --> 00:06:01,600
said, "What's the world going to be like

157
00:06:01,600 --> 00:06:03,360
in 2000?" I think they would have been

158
00:06:03,360 --> 00:06:04,960
quite a bit farther off. It's still in

159
00:06:04,960 --> 00:06:07,199
the ballpark. You go to 2000 and ask

160
00:06:07,199 --> 00:06:08,960
what's the world be like in 2050? I

161
00:06:08,960 --> 00:06:10,880
don't think we have a clue, you know, or

162
00:06:10,880 --> 00:06:12,080
maybe we have a little bit of a clue,

163
00:06:12,080 --> 00:06:14,240
but basically the future is increasingly

164
00:06:14,240 --> 00:06:17,039
becoming less and less predictable. Uh,

165
00:06:17,039 --> 00:06:19,120
and this ties into this kind of basic

166
00:06:19,120 --> 00:06:21,680
idea known as the singularity that all

167
00:06:21,680 --> 00:06:24,319
in almost any dimension we measure

168
00:06:24,319 --> 00:06:26,080
humans. you know it could be energy

169
00:06:26,080 --> 00:06:28,400
consumption it could be population it

170
00:06:28,400 --> 00:06:29,919
could be intelligence whatever it is you

171
00:06:29,919 --> 00:06:32,800
know technology it's uh accelerating to

172
00:06:32,800 --> 00:06:35,360
this asmtopic curve and so there these

173
00:06:35,360 --> 00:06:37,600
transformative technologies approaching

174
00:06:37,600 --> 00:06:39,280
us and it might be biotechnology

175
00:06:39,280 --> 00:06:42,319
nanotechnology AI any one of these

176
00:06:42,319 --> 00:06:43,759
things could radically alter the world

177
00:06:43,759 --> 00:06:45,520
around us pretty rapidly over a few

178
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decades um and that's an indication that

179
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our future is becoming less and less

180
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predictable

181
00:06:59,039 --> 00:07:00,240
Games design is one of these fields

182
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where you know you're basically

183
00:07:01,120 --> 00:07:02,720
committing yourself to lifelong learning

184
00:07:02,720 --> 00:07:04,479
you know because it's not only so

185
00:07:04,479 --> 00:07:06,560
rapidly advancing but also you have such

186
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a wide pallet of things you can do

187
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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

198
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live in this world where every four or

199
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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

207
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years from now there could be some

208
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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.

1
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Well, thank you for going through this

2
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entire course. And I hope that from this

3
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point on, you'll go out into your field,

4
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whatever that is, and use these new

5
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tools in your toolbox to do something

6
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maybe a little bit more outside your own

7
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box and create things that even surprise

8
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yourself. Really, more than anything

9
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else, I'm looking forward to seeing the

10
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games that you'll create. The generation

11
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that's creating games now has so many

12
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opportunities and the things I'm seeing

13
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come out right now are amazing. And I

14
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really want to sit back, have

15
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comfortable retirement, and play these

16
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cool games that I only right now can

17
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imagine, but I know that one day you

18
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will make as designers.

19
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The possibility space for your next game

20
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is huge. So find something you're

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passionate about and start exploring.

22
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Remember, look around you. Your next

23
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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.


